<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Obsidian]]></title><description><![CDATA[Obsidian digital garden]]></description><link>http://github.com/dylang/node-rss</link><image><url>site-lib/media/favicon.png</url><title>Obsidian</title><link></link></image><generator>Webpage HTML Export plugin for Obsidian</generator><lastBuildDate>Tue, 28 Apr 2026 08:15:44 GMT</lastBuildDate><atom:link href="site-lib/rss.xml" rel="self" type="application/rss+xml"/><pubDate>Tue, 28 Apr 2026 08:13:45 GMT</pubDate><ttl>60</ttl><dc:creator></dc:creator><item><title><![CDATA[2026-03-21 Seaton - Bram's Kleines Problem]]></title><description><![CDATA[10 Reaping 578 <img alt="SaltyBram.png" src="images/npc/saltybram.png" target="_self" style="width: 300px; max-width: 100%;">
<br>
Machten uns auf den Weg nach <a data-href="Seaton" href="greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html" class="internal-link" target="_self" rel="noopener nofollow">Seaton</a> um die Gewürze und die Seide aus dem Schmugglerlager zu verkaufen. <br>
Ankunft am Abend, Übernachtung in der <a data-href="Seamaidens Faire" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Seamaidens Faire</a> Machten uns am Morgen auf die Suche nach einem Abnehmer der Waren <br>
Runa bekam nach einer längeren Abwesenheit in einem Lagerhaus Hinweis auf Händler <a data-href="Salty Bram" href="greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram</a> im Hafenviertel Wurden auf dem Weg zum Händler von einer Gruppe "begleitet". Trafen Bram in seinem Laden und wurden von ihm auf seltsame Weise empfangen Folgendes: <br>Bram hat einen Deal mit einem Kunden in Saltmarsh ( <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a> )
Zahlung war im Voraus getätigt worden
Ware wurde aber "umgeleitet" (wegen noch unbekanntem Motiv) in die Höhle unter der Villa
<br>Schneiderhalbling <a data-href="Enderik" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Enderik</a> wurde als Experte für die Einschäzung der Seide geholt
<br>Buchhaltergnom <a data-href="Inderik" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Inderik</a> liest die ganze Warensendung herunter, wird aber beim letzten Punkt von Bram unterbrochen, da ist also noch eine wichtige Sache ungeklärt
Bram will uns einen Finderlohn zahlen, 3000 GM
<br>Eine Person namens <a data-href="Anderik" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Anderik</a> flüsterte Runa von hinten folgendes ins Ohr Bram erzählt nicht die ganze Wahrheit
Bram hat die Ware auf Vorkasse geliefert
Wir sollen ihm (Anderik) zur Flucht aus Seaton verhelfen Abmachung mit Bram: Bram liefert uns einen Wagen um die Ware abzuholen, wir liefern ihm die Ware an den Bordstein. 11 Reaping 578<br><a data-href="Anderik" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Anderik</a> der Fairy erzählt:
- Bram fand Anderik vor Jahren in eine Flasche und befreite ihm
- Damit stand er in Brams Schuld
- Wir müssen ihn freiwillig zur Flucht verhelfen
- Er gewährte Bram seinen Wunsch zu Reichtum<br>
- <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a> war der Empfänger der Warensendung<br>
- Bram wurde von Ingo angefragt ihm zu helfen eine Handelsroute (Schmuggel) in <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a> zu etablieren (Kunstobjekte, Sammlergegenstände)
- Bram und Ingo benutzen die Schiffe um Schmuggelware in den Westen zu verschiffen, der Gewinn wurde geteilt.
- Sanbalet's Notizen<br>Am 1 sten Starday oder 28 ten Freeday des Monats schickt Sanbalets Gönner (?) <a data-href="Salty Bram" href="greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram</a> Waren, die er weiterleiten soll an <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a>. Die Waren werden vom Schiff nach Absprache über Lichtsignale in der <a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a> übertragen und gelagert.Eintrag 28th Wheelsun<br>
<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> wurde schlecht behandelt! Bei der Frage an den anderen Magier auf dem Schiff<br>
mit der Schmuggelware, wo es denn hingehen soll, wurde er von Kapitän <a data-href="Sigurdson" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sigurdson.html" class="internal-link" target="_self" rel="noopener nofollow">Sigurdson</a> übelst bedroht. <br>Letzter Satz: Er (Sanbalet) wird nie mehr einen Fuss auf die <a data-href="Sea Ghost" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/sea-ghost.html" class="internal-link" target="_self" rel="noopener nofollow">Sea Ghost</a> setzenEintrag 1st Reaping<br><a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> muss vermutet haben, dass das <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a> wieder zurück ist. Also an einem Datum nachdem wir die Night Hag in der Grotte zerstört haben.<br>Nach der Rückgabe der Ware an Bram trafen wir kurz darauf auf <a data-href="Inderik" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Inderik</a>, der uns mitteilte, dass wir Bram mit den Fässern <a data-href="Orlane Special" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/orlane-special.html" class="internal-link" target="_self" rel="noopener nofollow">Orlane Special</a> erfolgreich hinters Licht geführt haben und damit ein Gefallen/Fluch aufgehoben haben. Er stellte uns ein Empfehlungsschreiben aus für die Königliche Bank von Keoland, womit wir ein Konto erstellen können und eine Art Kreditbrief erhalten. Wir können auch auf die Hilfe der Steingnome zählen{CONTENT}{CONTENT}{CONTENT}]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2026-03-21-seaton-bram&apos;s-kleines-problem.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2026-03-21 Seaton - Bram&apos;s Kleines Problem.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/npc/saltybram.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/saltybram.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Salty Bram]]></title><description><![CDATA[Beschreibung <img alt="SaltyBram.png" src="images/npc/saltybram.png" target="_self" style="width: 400px; max-width: 100%;">
Alter: mittel
Status: lebend
Gruppierung: Unterwelt, Die Bruderschaft, Seaton
Beschreibung: Dubioser Händler aus Seaton mit vollem Namen Bram Gundrik, der anscheinend den gesamten Handel der Stadt zu kontrollieren scheint. Pompös, eitel, selbstverliebt, wahrscheinlich gefährlich. Hintergrund
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Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Salty Bram.md</guid><pubDate>Tue, 28 Apr 2026 07:29:12 GMT</pubDate><enclosure url="images/npc/saltybram.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/saltybram.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Sea Ghost]]></title><description><![CDATA[Beschreibung <img alt="SeaGhost.png" src="images/items/seaghost.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
<br>Eigentümer: <a data-tooltip-position="top" aria-label="Greyhawk/Das Geheimnis von Saltmarsh/Leute/Salty Bram.md" data-href="Greyhawk/Das Geheimnis von Saltmarsh/Leute/Salty Bram.md" href="greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram</a>
Questgegenstand: true
<br>Beschreibung: Ein Schmuggelschiff unter der Fahne von <a data-href="Salty Bram" href="greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram</a> und <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a>, Standort und weitere Details unbekannt Hintergrund
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<br>Verbundene Quest oder Personen
<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a><br>
<a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/sea-ghost.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Sea Ghost.md</guid><pubDate>Tue, 28 Apr 2026 07:27:44 GMT</pubDate><enclosure url="images/items/seaghost.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/seaghost.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Sigurdson]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: ?
Status: lebend
Gruppierung: Schmuggler von Saltmarsh
<br>Beschreibung: Kapitän der <a data-href="Sea Ghost" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/sea-ghost.html" class="internal-link" target="_self" rel="noopener nofollow">Sea Ghost</a>, einem Schmugglerschiff das von Saltmarsh aus zu operieren scheint Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/sigurdson.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Sigurdson.md</guid><pubDate>Tue, 28 Apr 2026 07:20:51 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Landing Page]]></title><description><![CDATA[Letzter Spieltag: 21.03.2026<a data-href="Conan" href="greyhawk/das-geheimnis-von-saltmarsh/party/conan.html" class="internal-link" target="_self" rel="noopener nofollow">Conan</a><br>
<a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a><br>
<a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a><br>
<a data-href="Firion" href="greyhawk/das-geheimnis-von-saltmarsh/party/firion.html" class="internal-link" target="_self" rel="noopener nofollow">Firion</a><br>
<a data-href="Runa" href="greyhawk/das-geheimnis-von-saltmarsh/party/runa.html" class="internal-link" target="_self" rel="noopener nofollow">Runa</a><br><a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a><br>
<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a><br>
<a data-href="Salty Bram" href="greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram</a><br><a data-href="2026-01-17 Das Haus an den Klippen - Teil 2" href="greyhawk/das-geheimnis-von-saltmarsh/sessions/2026-01-17-das-haus-an-den-klippen-teil-2.html" class="internal-link" target="_self" rel="noopener nofollow">2026-01-17 Das Haus an den Klippen - Teil 2</a><br><a data-href="2026-02-14 Das Haus an den Klippen, Teil 3" href="greyhawk/das-geheimnis-von-saltmarsh/sessions/2026-02-14-das-haus-an-den-klippen,-teil-3.html" class="internal-link" target="_self" rel="noopener nofollow">2026-02-14 Das Haus an den Klippen, Teil 3</a><br><a data-href="2026-03-21 Seaton - Bram's Kleines Problem" href="greyhawk/das-geheimnis-von-saltmarsh/sessions/2026-03-21-seaton-bram's-kleines-problem.html" class="internal-link" target="_self" rel="noopener nofollow">2026-03-21 Seaton - Bram's Kleines Problem</a>]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/landing-page.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/Landing Page.md</guid><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Untitled]]></title><description><![CDATA[Table1,479 resultsSort1Filter0PropertiesSearchNewShowing 1,479file name0. Player Characters0a. Character Classes1 - Burning Hands (Alt)1 - Charm Person1 - Charm Person (Ench)1 - Comprehend Languages (Alt)1 - Cure Light Wounds1 - Detect Evil1 - Detect Magic1 - Detect Magic1 - Detect Magic (Div)1 - Detect Secret Passages &amp; Portals (Div)1 - Enlarge - Reduce (Alt)1 - Find Familiar (Conj)1 - Floating Disc1 - Friends (Ench)1 - Hold Portal1 - Hypnotism (Ench)1 - Identify (Div)1 - Light1 - Light1 - Light (Alt)1 - Magic Missle1 - Protection from Evil1 - Protection from Evil1 - Protection from Evil (Abj)1 - Purify Food and Water1 - Read Languages1 - Read Magic]]></description><link>untitled.html</link><guid isPermaLink="false">Untitled.base</guid><pubDate>Tue, 28 Apr 2026 07:08:23 GMT</pubDate></item><item><title><![CDATA[Ingo der Viehtreiber]]></title><description><![CDATA[Beschreibung <img alt="Ingo.png" src="images/npc/ingo.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: älter
Status: lebend
Gruppierung: Schmuggler von Saltmarsh
Beschreibung: Nach aussen vermittelt Ingo Söldner, Bedienstete und Handwerker an Kunden. Im Hintergrund ist er der Anführer einer Schmugglerbande in Saltmarsh Hintergrund <br>Befehligt <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a>, der die Schmuggeloperationen im <a data-href="Haus am Kliff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/haus-am-kliff.html" class="internal-link" target="_self" rel="noopener nofollow">Haus am Kliff</a> kontrolliert
<br>Hat Geschäftskontakte mit <a data-href="Salty Bram" href="greyhawk/das-geheimnis-von-saltmarsh/leute/salty-bram.html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram</a>, mit dem er eine Schmuggelroute über die Meere organisiert hat. Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Ingo der Viehtreiber.md</guid><pubDate>Mon, 27 Apr 2026 09:53:54 GMT</pubDate><enclosure url="images/npc/ingo.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ingo.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Sanbalet]]></title><description><![CDATA[Beschreibung <img alt="Sanbalet.png" src="images/npc/sanbalet.png" target="_self">
Alter: ?
Status: lebend
Gruppierung: Schmuggler von Saltmarsh
Beschreibung: <br>Es ist bis jetzt nichts über die Person bekannt, aber wir wissen, dass sie im Untergeschoss der <a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Geistervilla</a> einen eigenen, abgeschlossenen Raum besass. Und, dass diese Person Eigentümer eines <a data-tooltip-position="top" aria-label="Erotisches Buch" data-href="Erotisches Buch" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/erotisches-buch.html" class="internal-link" target="_self" rel="noopener nofollow">Schmuddelbuches</a> ist...war.
<br>Sanbalet befehligt eine Gruppe von Personen, die im Untergeschoss ihre Basis eingerichtet haben. Sie sind Schmuggler im Auftrag von <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a> Hintergrund
Keine Informationen vorhanden
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Sanbalet.md</guid><pubDate>Mon, 27 Apr 2026 09:49:36 GMT</pubDate><enclosure url="images/npc/sanbalet.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/sanbalet.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Sanbalet]]></title><description><![CDATA[<img src="images/npc/sanbalet.png" target="_self">]]></description><link>images/npc/sanbalet.html</link><guid isPermaLink="false">Images/NPC/Sanbalet.png</guid><pubDate>Mon, 27 Apr 2026 09:46:45 GMT</pubDate><enclosure url="images/npc/sanbalet.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/sanbalet.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Orlane Special]]></title><description><![CDATA[Beschreibung <img alt="OrlaneSpecial.png" src="images/items/orlanespecial.png" target="_self">
Magisch: false
Eigentümer: Spieler
Questgegenstand: false
<br>Beschreibung: Wein von aussergewöhnlicher Qualitat aus der Ortschaft <a data-href="Orlane" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Orlane</a> Hintergrund
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Verbundene Quest oder Personen
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/orlane-special.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Orlane Special.md</guid><pubDate>Mon, 27 Apr 2026 09:39:15 GMT</pubDate><enclosure url="images/items/orlanespecial.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/orlanespecial.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[OrlaneSpecial]]></title><description><![CDATA[<img src="images/items/orlanespecial.png" target="_self">]]></description><link>images/items/orlanespecial.html</link><guid isPermaLink="false">Images/Items/OrlaneSpecial.png</guid><pubDate>Mon, 27 Apr 2026 09:25:15 GMT</pubDate><enclosure url="images/items/orlanespecial.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/orlanespecial.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[SaltyBram]]></title><description><![CDATA[<img src="images/npc/saltybram.png" target="_self">]]></description><link>images/npc/saltybram.html</link><guid isPermaLink="false">Images/NPC/SaltyBram.png</guid><pubDate>Mon, 27 Apr 2026 09:16:23 GMT</pubDate><enclosure url="images/npc/saltybram.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/saltybram.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[SaltyBram]]></title><description><![CDATA[<img src="images/npc/saltybram.jpg" target="_self">]]></description><link>images/npc/saltybram.html</link><guid isPermaLink="false">Images/NPC/SaltyBram.jpg</guid><pubDate>Mon, 27 Apr 2026 09:02:19 GMT</pubDate><enclosure url="images/npc/saltybram.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/saltybram.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[SeaGhost]]></title><description><![CDATA[<img src="images/items/seaghost.png" target="_self">]]></description><link>images/items/seaghost.html</link><guid isPermaLink="false">Images/Items/SeaGhost.png</guid><pubDate>Sat, 21 Mar 2026 19:24:31 GMT</pubDate><enclosure url="images/items/seaghost.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/seaghost.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Ned Shakeshaft]]></title><description><![CDATA[Beschreibung <img alt="Ned.png" src="images/npc/ned.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: ?
Status: lebend
Gruppierung: -
Beschreibung: Assassine / Dieb im Auftrag einer noch unbekannten Fraktion Hintergrund <br>Wir trafen Ned zum ersten Mal der alten <a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">verlassenen Villa</a>. Er sass gefesselt in einem Zimmer des Hauses. Das ganze Setup war uns von Anfang an suspekt, also sprach <a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a> einen <a data-href="1 - Friends (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-friends-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Friends (Ench)</a> auf Ned, womit dieser sehr freundlich wurde, und nach unserer Anweisung nach das Haus verlies. Der Spruch hält nicht lange, wir wissen also nicht, wie Ned reagiert hat oder wo er hingegangen ist.
<br>Nach weiterer Suche im Haus fanden wir auch Neds Rüstung sowie einen <a data-href="Gift-Dolch" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/gift-dolch.html" class="internal-link" target="_self" rel="noopener nofollow">Gift-Dolch</a>. Ned hat ein Versteck in Haus 30 und hatte Kontakt mit einer verhüllte Gestalt, die Ned für etwas bezahlt hat. Das ist wahrscheinlich vor dem Fest und nach unserem Treffen.
<br>Ned war von der <a data-href="Bruderschaft" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Bruderschaft</a> für etwas angeheurt worden
<br>Am Bein von Ned war ein Tattoo eines Symbols, das einem Symbol entsprach, das auf einer Vase im Haus von <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a> war. Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Ned Shakeshaft.md</guid><pubDate>Sat, 21 Mar 2026 17:10:46 GMT</pubDate><enclosure url="images/npc/ned.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ned.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Die Bruderschaft]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: aktiv
Gruppierung: Die Bruderschaft
Beschreibung: Hintergrund
Mitglieder<br>
<a data-href="Runa" href="greyhawk/das-geheimnis-von-saltmarsh/party/runa.html" class="internal-link" target="_self" rel="noopener nofollow">Runa</a><br>
<a data-href="Zweigstelle in Seaton" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Zweigstelle in Seaton</a> (?)<br>
<a data-href="Salty Bram (Bram Gundrik)" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Salty Bram (Bram Gundrik)</a>
Freischaffende<br>
<a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a><br>
<a data-href="Kapitänin Xendros" href="greyhawk/das-geheimnis-von-saltmarsh/leute/kapitänin-xendros.html" class="internal-link" target="_self" rel="noopener nofollow">Kapitänin Xendros</a>
Erscheint in
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/die-bruderschaft.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Die Bruderschaft.md</guid><pubDate>Sat, 21 Mar 2026 15:19:56 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Kapitänin Xendros]]></title><description><![CDATA[Beschreibung <img alt="Xendros.png" src="images/npc/xendros.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: lebend
Gruppierung: Iuz
Beschreibung: Kapitänin eines Handelsschiffes das zur Zeit in Saltmarsh angelegt hat. Es wird vermutet, dass ihr Schiff im Auftrag von Iuz unterwegs ist. Hintergrund
Xendros bietet ihre Dienste als Ausbilderin für Diebe und Mönche an. Arbeitet zur Zeit mit Runas Bruderschaft in Seaton zusammen. Erscheint in
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/kapitänin-xendros.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Kapitänin Xendros.md</guid><pubDate>Sat, 21 Mar 2026 15:07:55 GMT</pubDate><enclosure url="images/npc/xendros.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/xendros.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Pholtus]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: none
Status: deity
Gruppierung: -
Beschreibung: {CONTENT} Note Rechtschaffen Gute Gottheit des Lichts
{CONTENT}
Erscheint in
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/pholtus.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Pholtus.md</guid><pubDate>Sat, 21 Mar 2026 14:35:27 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Seaton]]></title><description><![CDATA[Reich: <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a>
Größe: Stadt
Regierung
Behörde: Herzog Marik Feldren
Regierungart: Gouverneurschaft des Herzogs<br>Seaton ist ein befestigter Militärhafen und eine Fischerstadt an der Südküste von Keoland. Sie ist die Provinzhauptstadt der Viscounty of <a data-href="Salinmoor" href="greyhawk/das-geheimnis-von-saltmarsh/orte/salinmoor.html" class="internal-link" target="_self" rel="noopener nofollow">Salinmoor</a>. Früher war Seaton eine bedeutende Fischerstadt und ein geschäftiger Seehafen, heute ist es eine besetzte Festung.<br>Seaton liegt in der Viscounty <a data-href="Salinmoor" href="greyhawk/das-geheimnis-von-saltmarsh/orte/salinmoor.html" class="internal-link" target="_self" rel="noopener nofollow">Salinmoor</a>, einer südlichen Provinz <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a> an der Azure Sea. Es liegt zwanzig Meilen westlich entlang der Küste bis zur Fischerstadt Saltmarsh. Weiter entlang der Küste liegt Gradsul, eine viel größere und wichtigere Hafenstadt.Seaton liegt südlich des Dreadwoods, der Seaton vom Rest Keolands isoliert. Es befindet sich in Nähe zu den Hool-Sümpfen, die von zahlreichen Echsenmenschen und anderen gefährlichen Kreaturen bewohnt werden, und zum Land der Seeprinzen auf der anderen Seite des Meeres im Süden.Seamaiden Faire
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Seaton.md</guid><pubDate>Sat, 21 Mar 2026 14:14:40 GMT</pubDate></item><item><title><![CDATA[2026-02-14 Das Haus an den Klippen, Teil 3]]></title><description><![CDATA[9 Reaping 578Der Kampf geht weiterLassen Ned gefesselt zurück und folgen Gang
Erkennen rechtzeitung Gegner in Höhle vor uns
Positioniere uns und greifen an<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> wirkt Stinking Cloud
Angriff von Gnolls mit Bögen<br>
Angriff von Fighter Daxtyn auf <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> und <a data-href="Conan" href="greyhawk/das-geheimnis-von-saltmarsh/party/conan.html" class="internal-link" target="_self" rel="noopener nofollow">Conan</a>
Daxtyn rettet gegen alle Sprüche,<br>
<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> wirkt gleissendes Licht
Gnolle rücken vor für Nahkampf
Hold Person auf Daxtyn, Juppsen flösst ihm tödliches Gift ein, einer weniger
Gnolle werden nacheinander erledigt<br>
<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> ergreift feigerweise die unehrenhafte F<br><img alt="GrotteUnterVilla.jpg" src="images/maps/grotteuntervilla.jpg" target="_self">Résumee:
Fighter Daxtyn (Vergiftet-Tot)<br>
Magier <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> (Geflüchtet)<br>
<a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a> (Gefangen/Gefoltert/Tot)<br>
2 <a data-tooltip-position="top" aria-label="Greyhawk/Das Geheimnis von Saltmarsh/Monster/Gnoll" data-href="Greyhawk/Das Geheimnis von Saltmarsh/Monster/Gnoll" href="greyhawk/das-geheimnis-von-saltmarsh/monster/gnoll.html" class="internal-link" target="_self" rel="noopener nofollow">Gnoll</a> (Tot)Gefunden:<br>
Notizen von <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a><br>
Schriftrolle <a data-href="Stinking Cloud" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Stinking Cloud</a><br>Symbol/Tattoo an Ned's Körper: Gleiches Symbol wie auf Weinkaraffe bei <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a>.<br>
Fire Rune an Neds Körper: Bei Berührung geht Person in Flammen auf. Runen von <a data-href="Ralishaz" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ralishaz.html" class="internal-link" target="_self" rel="noopener nofollow">Ralishaz</a> und <a data-href="Iuz" href="greyhawk/das-geheimnis-von-saltmarsh/leute/iuz.html" class="internal-link" target="_self" rel="noopener nofollow">Iuz</a>. Reihenfolge Iuz -&gt; <a data-href="Ralishaz" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ralishaz.html" class="internal-link" target="_self" rel="noopener nofollow">Ralishaz</a>WICHTIG: EP VERTEILEN VON LETZTEN 2 SESSIONS.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2026-02-14-das-haus-an-den-klippen,-teil-3.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2026-02-14 Das Haus an den Klippen, Teil 3.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/grotteuntervilla.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotteuntervilla.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2026-01-17 Das Haus an den Klippen - Teil 2]]></title><description><![CDATA[9 Reaping 578Nach reichlich Überlegung entschieden wir, uns die Villa nochmals anzuschaun. Wir teilten uns in zwei Gruppen auf und deckten so das Haus als auch die Klippen und das Meer ab. Entdeckten in der ersten Nacht Lichtsignale aus der dem Meer zugewiesenen Seite, aus dem Raum in dem wir Ned Shakeshaft getroffen haben. Lori schlich an das Haus und hörte Schritte die sich vom Fenster entfernten, nachdem die Lichtsignale endeten. Diese gingen scheinbar vom ersten Stock hinunter zur Küche und dann die Trepper hinunter zum versteckten Raum.Wir sammelten uns später und gingen hinunter in den versteckten Raum. Nach ausgedehnter Suche und Eisatz von Magie fanden wir am Südende der Wand Eine Geheimtüre. Wir machten uns vorsichtig auf den Weg nach unten.
Nach einigen Ecken kamen wir hinunter einen Gang<img alt="GrotteUnterHaus_0.jpg" src="images/maps/grotteunterhaus_0.jpg" target="_self">Angriff von hinten aus einem versteckten Gang, Gift auf Juppstein
Angriff von vorne durch 3 Gegner
Unsichtbarer Gegner von hinten
Grünschleim an der Decke im Seitengang
Unsichtbarer bleibt auch nach Angriff unsichtbar
Nach hartem Kampf Ned bewusstlos geschlagen und gefesselt]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2026-01-17-das-haus-an-den-klippen-teil-2.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2026-01-17 Das Haus an den Klippen - Teil 2.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/grotteunterhaus_0.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotteunterhaus_0.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gnoll]]></title><description><![CDATA[Beschreibung <img alt="Gnoll.png" src="images/creatures/gnoll.png" target="_self">]
Typ: Humanoid
Beschreibung: Humanoide Kreaturen die aussehen wie Hyänen auf zwei Beinen. Intelligent, sprechen ihre eigene Sprache Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/monster/gnoll.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Monster/Gnoll.md</guid><pubDate>Wed, 18 Mar 2026 13:18:22 GMT</pubDate><enclosure url="images/creatures/gnoll.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/gnoll.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2023-11-18 Zwergenminen I]]></title><description><![CDATA[22 Flocktime 578
Konflikt zwischen <a data-href="Manistrat Kupferlocke" href="greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html" class="internal-link" target="_self" rel="noopener nofollow">Manistrat Kupferlocke</a> und <a data-href="Thratouk Münzenbrecher" href="greyhawk/das-geheimnis-von-saltmarsh/leute/thratouk-münzenbrecher.html" class="internal-link" target="_self" rel="noopener nofollow">Thratouk Münzenbrecher</a>
<br><a data-href="Bebic Höhlenwut" href="greyhawk/das-geheimnis-von-saltmarsh/leute/bebic-höhlenwut.html" class="internal-link" target="_self" rel="noopener nofollow">Bebic Höhlenwut</a> kommt als Hilfe mit in die Mine
<br><a data-href="Bebic Höhlenwut" href="greyhawk/das-geheimnis-von-saltmarsh/leute/bebic-höhlenwut.html" class="internal-link" target="_self" rel="noopener nofollow">Bebic Höhlenwut</a> scheint teils verwirrt und wirkt seltsam
<br>Erste Kontakte mit Untoten die unter dem Einfluss eines dunklen Nebels zu sein scheinen ( <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a>)
22 Flocktime, 578.<br>Ankunft bei der <a data-tooltip-position="top" aria-label="Die Zwergenminen" data-href="Die Zwergenminen" href="greyhawk/das-geheimnis-von-saltmarsh/orte/die-zwergenminen.html" class="internal-link" target="_self" rel="noopener nofollow">Mine</a> am Abend gleichen Tages. Keine festen Gebäude, nur Zelte. <a data-href="Thratouk Münzenbrecher" href="greyhawk/das-geheimnis-von-saltmarsh/leute/thratouk-münzenbrecher.html" class="internal-link" target="_self" rel="noopener nofollow">Thratouk Münzenbrecher</a> (ziviler Berater) hat ein Problem mit <a data-href="Manistrat Kupferlocke" href="greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html" class="internal-link" target="_self" rel="noopener nofollow">Manistrat Kupferlocke</a>. Silber wird im Tagbau abgetragen, 25 Minenarbeiter, 1 Schichten-Abbau, Mine bringt guten Ertrag. Thratouk versucht Manistrat zu diskreditieren. Er hat die Sträflinge unter sich, Manistrat die professionelle Mineure. <a data-href="Bebic Höhlenwut" href="greyhawk/das-geheimnis-von-saltmarsh/leute/bebic-höhlenwut.html" class="internal-link" target="_self" rel="noopener nofollow">Bebic Höhlenwut</a> ist ein glühender Anhänger von Manistrat.23 Flocktime 578
Einstieg in die Mine am Morgen des 23ten.<br><img alt="session_6_maps.png" src="images/maps/session_6_maps.png" target="_self" style="width: 500px; max-width: 100%;">7 Untotenköpfe + Silberbrocken in einem Sack im ersten Gang deponiert.<br><img alt="Zwergenmine_1.jpg" src="images/maps/zwergenmine_1.jpg" target="_self" style="width: 400px; max-width: 100%;">]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2023-11-18-zwergenminen-i.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2023-11-18 Zwergenminen I.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/session_6_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_6_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2024-1 Zwergenminen II]]></title><description><![CDATA[-{CONTENT}{CONTENT}<img alt="Zwergenmine_3.jpg" src="images/maps/zwergenmine_3.jpg" target="_self" style="width: 300px; max-width: 100%;"><br><img alt="Zwergenmine_2.jpg" src="images/maps/zwergenmine_2.jpg" target="_self" style="width: 400px; max-width: 100%;"><br><img alt="Zwergenmine_4.jpg" src="images/maps/zwergenmine_4.jpg" target="_self" style="width: 500px; max-width: 100%;">Dataview: No results to show for table query.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2024-1-zwergenminen-ii.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2024-1 Zwergenminen II.md</guid><pubDate>Wed, 18 Mar 2026 12:47:36 GMT</pubDate><enclosure url="images/maps/zwergenmine_3.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/zwergenmine_3.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2024-2 Höhle der Nachthexe]]></title><description><![CDATA[
In der Höhle fand sich ein Altar auf dem ein Skelet lag
<a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a> wird durch den Geist der Nachthexe fast zur dunklen Seite gezogen
<br>Beim Kampf mit der <a data-href="Nachthexe" href="greyhawk/das-geheimnis-von-saltmarsh/monster/nachthexe.html" class="internal-link" target="_self" rel="noopener nofollow">Nachthexe</a> stürzte die Decke dank zwergischer Detonationstechnik ein und das Licht der Sonne zerstörte/vertrieb die Kreatur und ihre Monster
{CONTENT}<br>Karte: <a data-href="Höhle der Nachthexe" href="greyhawk/das-geheimnis-von-saltmarsh/orte/höhle-der-nachthexe.html" class="internal-link" target="_self" rel="noopener nofollow">Höhle der Nachthexe</a>5 Wheelsun 578Nach dem wir wieder aus der Höhle (mit neuem Loch) herauskamen, brachten die Zwerge eine Kiste, die scheinbar bei der Explosion aus der Grotte geschleudert wurde. Als ich die Kiste in die Hand nahm forderte mich eine Stimme auf, sie zu öffnen. Wir entschieden, sie zu Keledek zu bringen. Dieser war sehr schnell bereit zu kooperieren, in Anbetracht des eventuellen Wissensgewinns.
<br>Der Kopf an der Kiste ist die Fratze von <a data-href="Malekastos" href="greyhawk/das-geheimnis-von-saltmarsh/leute/malekastos.html" class="internal-link" target="_self" rel="noopener nofollow">Malekastos</a>, einem Vrock-Dämon. <br>Explosion der Kiste bei der Untersuchung tötet den Gehilfen von <a data-href="Keledek" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Keledek</a>, <a data-href="Magastos" href="greyhawk/das-geheimnis-von-saltmarsh/leute/magastos.html" class="internal-link" target="_self" rel="noopener nofollow">Magastos</a> <br>Inhalt: 2 Flaschen mit <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a> und einem Brief des Alchemisten an <a data-href="Angara" href="greyhawk/das-geheimnis-von-saltmarsh/leute/angara.html" class="internal-link" target="_self" rel="noopener nofollow">Angara</a>, eine der <a data-href="Nachthexen" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Nachthexen</a>
2 Wochen mit Leveln und Infobeschaffung verbracht
<br>Bekamen vom Priester von Procan <a data-href="Wellgar Brinehanded" href="greyhawk/das-geheimnis-von-saltmarsh/leute/wellgar-brinehanded.html" class="internal-link" target="_self" rel="noopener nofollow">Wellgar Brinehanded</a> Wasseratmungstränke
<br>Als Gegenleistung 25% der Schätze aus dem <a data-tooltip-position="top" aria-label="2025-1 Versunkenes Schiff" data-href="2025-1 Versunkenes Schiff" href="greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-1-versunkenes-schiff.html" class="internal-link" target="_self" rel="noopener nofollow">Schiff</a>
<br>Boot organisiert um an das <a data-tooltip-position="top" aria-label="2025-1 Versunkenes Schiff" data-href="2025-1 Versunkenes Schiff" href="greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-1-versunkenes-schiff.html" class="internal-link" target="_self" rel="noopener nofollow">Schiff</a> in der Brandung zu kommen
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2024-2-höhle-der-nachthexe.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2024-2 Höhle der Nachthexe.md</guid><pubDate>Wed, 18 Mar 2026 12:47:23 GMT</pubDate></item><item><title><![CDATA[2025-08-31 Suche nach Ned]]></title><description><![CDATA[1 Reaping 578
Werkstatt im Estrich von <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> aufgebaut und Gegenstände identifiziert
<br><a data-href="Keledek" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Keledek</a> eine Wahrsagung über <a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a> machen lassen
Informationen über Ned in der Strohziege eingeholt
<br>Haus von Ned in <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> durchsucht
<br>2 x Karawanenschutz zwischen <a data-href="Seaton" href="greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html" class="internal-link" target="_self" rel="noopener nofollow">Seaton</a> und Saltmarsh (150 GP + 500 GP)
01 Reaping 578<br>Wir bauten unser Labor/Werkstatt im Dachgeschoss von <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>'s Haus auf und identifizierten einige Gegenstände, danach statteten wir Keledek einen Besuch ab und fanden über ein Scrying heraus, wo <a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a> sein Versteck in <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> hatte, es war ein kleine verlassenes Haus nahe des Eisvogelflusses, das früher einem Fischer gehörte.<br><a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a> schien auch äusserst angetan vom <a data-href="Gift-Dolch" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/gift-dolch.html" class="internal-link" target="_self" rel="noopener nofollow">Gift-Dolch</a> zu sein. So wie es sich anhörte, könnte er diesen Gegenstand sogar noch verbessern, ein verlockendes Angebot.Der Plan war, uns das Haus von Ned vorzuknöpfen, entschlossen uns aber, erst mal in der Strohziege nachzuschauen. <br>Wir gingen in die Strohziege um mehr Informationen über <a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a> zu erlangen. Wir fanden heraus, dass die verhüllte Person sich mit Ned getroffen hat, und Geld geflossen ist. <br>Diese Person is scheinbar früher schon mehrmals in <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> erschienen. Aber auch dort haben wir keine bessere Beschreibung bekommen.<br>Beim herausgehen kam und ein Mann mit einer Flasche Einhorn-Wein entgegen, er muss wohl im Rausch die Flasche in die Hand gedrückt gekriegt. Also wir ihm nachfolgen, fanden wir heraus, dass diese Flaschen von <a data-href="Winston" href="greyhawk/das-geheimnis-von-saltmarsh/leute/winston.html" class="internal-link" target="_self" rel="noopener nofollow">Winston</a> importiert und auch verkauft. <br>Bei Winston haben wir noch den <a data-href="Sack des Heironeous" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/sack-des-heironeous.html" class="internal-link" target="_self" rel="noopener nofollow">Sack des Heironeous</a> in Komission zum Verkauf gegeben, mit einer Provision von 10% für <a data-href="Winston" href="greyhawk/das-geheimnis-von-saltmarsh/leute/winston.html" class="internal-link" target="_self" rel="noopener nofollow">Winston</a>. Der Deal sollte innert 3 Tagen stehen, aber wir haben den Sack für einen Monat zum Verkauf freigegeben.<br>Am nächsten Tag machten wir uns auf zu Ned's Haus und untersuchten das Innere. Dort fand <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> gar meisterhaft eine versteckte Falltüre sowie auch den Öffnungsmechanismus. Der gesamte Umschwung ums ganze Haus war zusätzlich mit Fallen praktisch übersät. Unter der Falltüre fanden wir versetzt zum Haus einen alten Raum der wohl früher für Schmuggelgut gebraucht wurde. Abgesehen von alten Karaffen und Kisten fanden wir dort auch einen Tisch, auf dem vor nicht allzu langer Zeit ein Alchemistenset stand, vermutlich laut <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> um Gift herzustellen.So wie es aussieht hat sich Ned aus dem Staub gemacht und die Sache hat sich wohl bis auf weiteres erledigt.<br>Auf dem Rückweg kamen wir auf seltsame Umstände noch in den Besitz einer weiteren Flasche <a data-href="Einhorn Wein - Chirstaone" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/einhorn-wein-chirstaone.html" class="internal-link" target="_self" rel="noopener nofollow">Einhorn Wein - Chirstaone</a> und wir haben auch noch etwas über dessen Herkunft und Geschichte erfahren. 02 Reaping 578<br>Tags darauf ging es los mit der Karawane, welche auch ereignislos in <a data-href="Seaton" href="greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html" class="internal-link" target="_self" rel="noopener nofollow">Seaton</a> eintraf. Ein paar fette und gelangweilte Händler zu bewachen ist nicht wirklich eine Sache, über die sich heldenhafte Geschichten schreiben lassen.<br>
Wir konnten für den nächsten Tag auch sofort eine Karawane zurück nach Saltmarsh buchen. Bezahlung 250 GP im Voraus und 250 bei sicherer Ankunft. Der Adressat scheint das Schiff, der Stolz von <a data-href="Iuz" href="greyhawk/das-geheimnis-von-saltmarsh/leute/iuz.html" class="internal-link" target="_self" rel="noopener nofollow">Iuz</a>, zu sein. Es handelte sich um Gegenstände für den Walfang von ausgezeichneter Qualität.03 Reaping 578<br>Es ging auf den Weg zurück nach <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> während in <a data-href="Seaton" href="greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html" class="internal-link" target="_self" rel="noopener nofollow">Seaton</a> der grosse Wochenmarkt abgehalten wurde. Auch die Rückreise war leider ereignislos und wir kamen am Abend am Hafen von Saltmarsh an und luden die Ware im Lager der "treuen Quartiermeister von Iuz" ab. Das Entgelt erhielten wir dann direkt von <a data-href="Eliander Feuerborn" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eliander-feuerborn.html" class="internal-link" target="_self" rel="noopener nofollow">Eliander Feuerborn</a>. Irgendwie ist es schon seltsam, dass ein Ableger aus dem Lande Iuz unbehelligt Geschäfte in einer Ortschaft in Keoland tätigen kann, in Anbetracht dessen, dass Iuz mit praktisch dem ganzen Kontinent im Krieg lag oder gerade liegt.
Und damit kehrten wir ins Gasthaus zurück und beendeten den Tag.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-08-31-suche-nach-ned.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2025-08-31 Suche nach Ned.md</guid><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[2025-11-29 Intermezzo]]></title><description><![CDATA[
Erkunden der Höhle des Wandels Galleonsfigur bei Kapitän Xandros abgegeben, Bezahlung von Xandros (Mensch), Zahlmeister auf der "Stolz des Iuz". Griffen in Saltmarsch das June Mädchen Silria auf, Tochter von verarmten Adligen. Sie versuchte Hilfe zu finden, um die Höhlen des Wechsels in der Nähe des alten Forts nach Schätzen zu durchsuchen. Machten am Morgen noch kurz Nachforschungen über die Höhlen des Wandels:
"Es ist ein Preis zu zahlen" - "Eine Person ist betroffen, die anderen helfen" - Die Höhlen sind beim Fort vorbei nördlich zu finden.04 Reaping 578Reisen nördlich von Saltmarsh um zum Fort und darüber hinaus als der Höhleneingang sich Fremder oder Fremde sei beglückwünscht, DU hast die Höhle des Wechsel/Wandel. Betrete sie aus freien Stücken, doch bedenke, es warten mehrer Prüfungen auf dich bevor den Preis des Wechsels/Wandelns erringen kannst.
Deine Begleiter, sofern DU in Begleitung bist, könnendir helfen. Doch DU allein must die Prüfungen bestehen, DU musst alle Prüfungen bestehen. Kehrst DU vor Abschluss der Prüfungen um, worst DU nie mehr diese Höhlen betreten können."Zauberformel"]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-11-29-intermezzo.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2025-11-29 Intermezzo.md</guid><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Ralishaz]]></title><description><![CDATA[Beschreibung <img alt="ralishaz.PNG" src="images/npc/ralishaz.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: ?
Beschreibung: {CONTENT}
Gesinnung: {CONTENT} Hintergrund
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Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/ralishaz.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Ralishaz.md</guid><pubDate>Wed, 18 Mar 2026 12:17:00 GMT</pubDate><enclosure url="images/npc/ralishaz.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ralishaz.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[ralishaz]]></title><description><![CDATA[<img src="images/npc/ralishaz.png" target="_self">]]></description><link>images/npc/ralishaz.html</link><guid isPermaLink="false">Images/NPC/ralishaz.PNG</guid><pubDate>Wed, 18 Mar 2026 12:14:07 GMT</pubDate><enclosure url="images/npc/ralishaz.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ralishaz.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[GrotteUnterHaus_0]]></title><description><![CDATA[<img src="images/maps/grotteunterhaus_0.jpg" target="_self">]]></description><link>images/maps/grotteunterhaus_0.html</link><guid isPermaLink="false">Images/Maps/GrotteUnterHaus_0.jpg</guid><pubDate>Sat, 14 Feb 2026 18:37:39 GMT</pubDate><enclosure url="images/maps/grotteunterhaus_0.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotteunterhaus_0.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[GrotteUnterVilla]]></title><description><![CDATA[<img src="images/maps/grotteuntervilla.jpg" target="_self">]]></description><link>images/maps/grotteuntervilla.html</link><guid isPermaLink="false">Images/Maps/GrotteUnterVilla.jpg</guid><pubDate>Sat, 14 Feb 2026 18:07:03 GMT</pubDate><enclosure url="images/maps/grotteuntervilla.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotteuntervilla.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gerüchte und Trivia (conflict 2026-02-12-11-25-11)]]></title><description><![CDATA[
Saltmarsh soll auf den Ruinen eines andere untergegangenen Ortes erbaut sein. Suche nach Zugängen?
Bis vor 20 Jahren gab es hier keine Zwerge. Die Leute vermuten, dass sie auf Initiative des Königs hierher kamen, um eventuelle Vorkommen von Edelmetallen auszukundschaften.
Konflikt: Loyalisten (mehr Ein uss durch Keoland) vs. Traditionalisten (Eigenständigkeit)
Silberminen zw. Saltmarsch und Seaton, von Zwergen betrieben, von der Krone beauftragt.
Die alte Brücke zu überqueren verursacht dem Kleriker Übelkeit und Erbrechen, gleich wie Pixies
Hinter <a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a> flattert etwas Unsichtbares hinterher wenn er herumläuft
<br>Die Handelsgesellschaft am Hafen scheint für <a data-href="Iuz" href="greyhawk/das-geheimnis-von-saltmarsh/leute/iuz.html" class="internal-link" target="_self" rel="noopener nofollow">Iuz</a> zu arbeiten
<br>Die Leute haben Angst vor <a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a>. Sie sprechen auch seinen Namen nicht laut aus, weil sie glauben, er könne dann das laufende Gespräch mithören.
Die Stimmung der Bevölkerung ändert sich übermässig sobald Nebel aufkommt.
<br>Wir konnten eine Prozession beobachten, die offensichtlich dem Meer bei den Klippen ein Menschenopfer aus ihren Reihen darbrachte. Das Opfer war in eine weisse Robe gekleidet, der Rest der Prozession in schwarze Roben mit schwarzen Handschuhen, die Gesichter durch eine Kapuze verborgen. Es ist noch unklar, ob der Tempel von <a data-href="Procan" href="greyhawk/das-geheimnis-von-saltmarsh/leute/procan.html" class="internal-link" target="_self" rel="noopener nofollow">Procan</a> direkt etwas damit zu tun hat.
Auf der Insel vor Saltmarsh (30) befinden sich Stehlen und man kann von dort ein leises Singen einer damals dort Procan geopferten Sirene.
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/geschichten/gerüchte-und-trivia-(conflict-2026-02-12-11-25-11).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Geschichten/Gerüchte und Trivia (conflict 2026-02-12-11-25-11).md</guid><pubDate>Sat, 17 Jan 2026 14:54:39 GMT</pubDate></item><item><title><![CDATA[Hoehle_Wandel]]></title><description><![CDATA[<img src="images/maps/hoehle_wandel.jpg" target="_self">]]></description><link>images/maps/hoehle_wandel.html</link><guid isPermaLink="false">Images/Maps/Hoehle_Wandel.jpg</guid><pubDate>Sat, 29 Nov 2025 16:28:38 GMT</pubDate><enclosure url="images/maps/hoehle_wandel.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/hoehle_wandel.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[tome-of-horrors-complete-monsters-by-terrain-pdf_compress]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/monster/tome-of-horrors-complete-monsters-by-terrain-pdf_compress.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Monster/tome-of-horrors-complete-monsters-by-terrain-pdf_compress.pdf</guid><pubDate>Tue, 14 Oct 2025 23:05:16 GMT</pubDate></item><item><title><![CDATA[Dryad_1_fbb]]></title><description><![CDATA[<img src="images/youseethis/dryad_1_fbb.png" target="_self">]]></description><link>images/youseethis/dryad_1_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Dryad_1_fbb.png</guid><pubDate>Tue, 02 Sep 2025 16:42:06 GMT</pubDate><enclosure url="images/youseethis/dryad_1_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/dryad_1_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Erotisches Buch]]></title><description><![CDATA[Beschreibung <img alt="Erotisches_Buch.jpg" src="images/items/erotisches_buch.jpg" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
Eigentümer: Spieler
Questgegenstand: false
Beschreibung: Buch mit....Bildern. Aber man liest das ja nur wegen der guten Rechercheartikeln.... <br>Hintergrund
Gefunden im Untergeschoss der verlassenen Villa in einem abgeschlossenen Raum, der von einer Person namens <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> bewohnt wird.
Das Buch wurde eingehendst wissenschaftlich untersucht und es konnte nichts weiter Interessantes gefunden werden. Verbundene Quest oder Personen
{CONTENT}
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/erotisches-buch.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Erotisches Buch.md</guid><pubDate>Mon, 01 Sep 2025 13:13:42 GMT</pubDate><enclosure url="images/items/erotisches_buch.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/erotisches_buch.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Rätsel und offene Fragen]]></title><description><![CDATA[
Wer ist <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a>
<br>Ist da mehr an diesem <a data-href="Erotisches Buch" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/erotisches-buch.html" class="internal-link" target="_self" rel="noopener nofollow">Erotisches Buch</a>?
<br>Wofür wurden der <a data-href="Zettel mit Anweisungen" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/zettel-mit-anweisungen.html" class="internal-link" target="_self" rel="noopener nofollow">Zettel mit Anweisungen</a> gebraucht?
Wer sind die Personen die im Keller der Villa ein-und ausgehen
<br>Wo ist <a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a> (der "Gefesselte" aus dem ersten stock der Villa)
<br>Wer ist <a data-tooltip-position="top" aria-label="2024-2 Höhle der Nachthexe &gt; Details" data-href="2024-2 Höhle der Nachthexe#Details" href="greyhawk/das-geheimnis-von-saltmarsh/sessions/2024-2-höhle-der-nachthexe.html#Details" class="internal-link" target="_self" rel="noopener nofollow">Angara</a>? <br>Hat der Dämon <a data-href="Malekastos" href="greyhawk/das-geheimnis-von-saltmarsh/leute/malekastos.html" class="internal-link" target="_self" rel="noopener nofollow">Malekastos</a> etwas mit dem <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a> zu tun?
<br>Was machen wir mit den <a data-href="Prägematritzen" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/prägematritzen.html" class="internal-link" target="_self" rel="noopener nofollow">Prägematritzen</a> und dem <a data-href="Falschgeld" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/falschgeld.html" class="internal-link" target="_self" rel="noopener nofollow">Falschgeld</a>?
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/aufgaben/rätsel-und-offene-fragen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Aufgaben/Rätsel und offene Fragen.md</guid><pubDate>Mon, 01 Sep 2025 13:11:29 GMT</pubDate></item><item><title><![CDATA[Gerüchte und Trivia]]></title><description><![CDATA[
Saltmarsh soll auf den Ruinen eines andere untergegangenen Ortes erbaut sein. Suche nach Zugängen?
Bis vor 20 Jahren gab es hier keine Zwerge. Die Leute vermuten, dass sie auf Initiative des Königs hierher kamen, um eventuelle Vorkommen von Edelmetallen auszukundschaften.
Konflikt: Loyalisten (mehr Ein uss durch Keoland) vs. Traditionalisten (Eigenständigkeit)
Silberminen zw. Saltmarsch und <a data-href="Seaton" href="greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html" class="internal-link" target="_self" rel="noopener nofollow">Seaton</a>, von Zwergen betrieben, von der Krone beauftragt.
Die alte Brücke zu überqueren verursacht dem Kleriker Übelkeit und Erbrechen, gleich wie Pixies
<br>Hinter <a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a> flattert etwas Unsichtbares hinterher wenn er herumläuft
<br>Die Handelsgesellschaft am Hafen scheint für <a data-href="Iuz" href="greyhawk/das-geheimnis-von-saltmarsh/leute/iuz.html" class="internal-link" target="_self" rel="noopener nofollow">Iuz</a> zu arbeiten
<br>Die Leute haben Angst vor <a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a>. Sie sprechen auch seinen Namen nicht laut aus, weil sie glauben, er könne dann das laufende Gespräch mithören.
Die Stimmung der Bevölkerung ändert sich übermässig sobald Nebel aufkommt.
<br>Wir konnten eine Prozession beobachten, die offensichtlich dem Meer bei den Klippen ein Menschenopfer aus ihren Reihen darbrachte. Das Opfer war in eine weisse Robe gekleidet, der Rest der Prozession in schwarze Roben mit schwarzen Handschuhen, die Gesichter durch eine Kapuze verborgen. Es ist noch unklar, ob der Tempel von <a data-href="Procan" href="greyhawk/das-geheimnis-von-saltmarsh/leute/procan.html" class="internal-link" target="_self" rel="noopener nofollow">Procan</a> direkt etwas damit zu tun hat.
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/geschichten/gerüchte-und-trivia.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Geschichten/Gerüchte und Trivia.md</guid><pubDate>Mon, 01 Sep 2025 13:00:20 GMT</pubDate></item><item><title><![CDATA[Die Zwergenminen]]></title><description><![CDATA[Die Zwergenminen liegen auf etwa halbem <a data-tooltip-position="top" aria-label="Saltmarsh Umgebung" data-href="Saltmarsh Umgebung" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh-umgebung.html" class="internal-link" target="_self" rel="noopener nofollow">Weg</a> zwischen <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> und <a data-href="Seaton" href="greyhawk/das-geheimnis-von-saltmarsh/orte/seaton.html" class="internal-link" target="_self" rel="noopener nofollow">Seaton</a> und werden von der Königlichen Minengesellschaft betrieben. <a data-href="Manistrat Kupferlocke" href="greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html" class="internal-link" target="_self" rel="noopener nofollow">Manistrat Kupferlocke</a> ist die Vorsteherin der Mine und <a data-href="Thratouk Münzenbrecher" href="greyhawk/das-geheimnis-von-saltmarsh/leute/thratouk-münzenbrecher.html" class="internal-link" target="_self" rel="noopener nofollow">Thratouk Münzenbrecher</a> ihr ziviler Berater.<br><img alt="session_6_maps.png" src="images/maps/session_6_maps.png" target="_self" style="width: 500px; max-width: 100%;"><br><img alt="Zwergenmine_4.jpg" src="images/maps/zwergenmine_4.jpg" target="_self">Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/die-zwergenminen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Die Zwergenminen.md</guid><pubDate>Mon, 01 Sep 2025 13:00:15 GMT</pubDate><enclosure url="images/maps/session_6_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_6_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Seaton]]></title><description><![CDATA[<img src="images/maps/seaton.png" target="_self">]]></description><link>images/maps/seaton.html</link><guid isPermaLink="false">Images/Maps/Seaton.png</guid><pubDate>Mon, 01 Sep 2025 12:58:40 GMT</pubDate><enclosure url="images/maps/seaton.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/seaton.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Juppsen]]></title><description><![CDATA[Beschreibung
-<img alt="Juppsen.png" src="images/pc/juppsen.png" target="_self" style="width: 300px; max-width: 100%;"> Voller Name: Juppsen Juppstein II.
Alter: 21
Beschreibung: Halbling (Stoutfoot) Magier/Verzauberer Stufe 3
Gesinnung: Chaotisch-Gut / Chaotisch-Neutral Hintergrund
Juppsen wurde als erstes von fünf Geschwistern in ärmlichen Verhältnissen in einem kleinen Dorf nahe Havenhill in einer ländlichen Gegend geboren. Er wurde von beiden Elternteilen großgezogen, die beide noch am Leben sind.
Auf der Suche nach Abenteuern bricht Juppsen nach turbulenten und ereignissreichen Erlebnissen mit 22 Jahren auf und erkundet die Welt. Er schließt sich nach einiger Zeit einem Magier an, der durch die Ebenen wandert. Es ist wunderbar, und gefährlich. Eine traumatische Begegnung mit einem Feuermephit hinterlässst eine grosse Brandwunde und schlussendlich eine großflächige und hässliche Narbe am Hals und oberen Rücken.
CharakterblattSprüche
LEVEL 1 : 6 -- 50 EP <br> <a data-href="1 - Burning Hands (Alt)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-burning-hands-(alt).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Burning Hands (Alt)</a> ||<br> <a data-href="1 - Charm Person (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-charm-person-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Charm Person (Ench)</a>||<br><a data-href="1 - Comprehend Languages (Alt)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-comprehend-languages-(alt).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Comprehend Languages (Alt)</a>||<br> <a data-href="1 - Detect Magic (Div)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-detect-magic-(div).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Detect Magic (Div)</a>||<br><a data-href="1 - Detect Secret Passages &amp; Portals (Div)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-detect-secret-passages-&amp;-portals-(div).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Detect Secret Passages &amp; Portals (Div)</a>||<br> <a data-href="1 - Enlarge - Reduce (Alt)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-enlarge-reduce-(alt).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Enlarge - Reduce (Alt)</a>||<br><a data-href="1 - Friends (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-friends-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Friends (Ench)</a>||<br><a data-href="1 - Hypnotism (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-hypnotism-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Hypnotism (Ench)</a>||<br> <a data-href="1 - Identify (Div)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-identify-(div).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Identify (Div)</a>||<br> <a data-href="1 - Light (Alt)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-light-(alt).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Light (Alt)</a>||<br> <a data-href="1 - Protection from Evil (Abj)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-protection-from-evil-(abj).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Protection from Evil (Abj)</a>||<br> <a data-href="1 - Sleep (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-sleep-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Sleep (Ench)</a>||<br> <a data-href="1 - Spider Climb (Alt)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-spider-climb-(alt).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Spider Climb (Alt)</a>||Sprüche
LEVEL 2 : 3 -- 100 EP
<br><a data-href="2 - Blur (Illusion)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-blur-(illusion).html" class="internal-link" target="_self" rel="noopener nofollow">2 - Blur (Illusion)</a>||<br> <a data-href="2 - Forget (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-forget-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">2 - Forget (Ench)</a>||<br> <a data-href="2 - Melf's Acid Arrow (Conj)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-melf's-acid-arrow-(conj).html" class="internal-link" target="_self" rel="noopener nofollow">2 - Melf's Acid Arrow (Conj)</a>||<br> <a data-tooltip-position="top" aria-label="Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Locate Object" data-href="Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Locate Object" href="greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-locate-object.html" class="internal-link" target="_self" rel="noopener nofollow">2 - Locate Object</a>||<br><a data-href="2 - Ray of Enfeeblement (Ench)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-ray-of-enfeeblement-(ench).html" class="internal-link" target="_self" rel="noopener nofollow">2 - Ray of Enfeeblement (Ench)</a>||<br>Besonderes
Lehrling von <a data-tooltip-position="top" aria-label="Keledek der Unerwähnte" data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek dem Unerwähnten</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Party/Juppsen.md</guid><pubDate>Mon, 01 Sep 2025 11:59:11 GMT</pubDate><enclosure url="images/pc/juppsen.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/juppsen.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Einhorn Wein - Chirstaone]]></title><description><![CDATA[Beschreibung <img alt="vino_unicorno.webp" src="images/items/vino_unicorno.webp" target="_self" style="width: 200px; max-width: 100%;">
Magisch: false
Eigentümer: Spieler
Questgegenstand: false
Beschreibung: Äusserst erlesener Wein von einem Gut in Veluna. Da dieser Wein nur alle 10 Jahre gelesen wird, ist er entsprechend rar und kostspielig <br>Hintergrund
Wir fanden diesen Wein erstmals in der <a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">verlassenen Villa</a> im Untergeschoss des Hauses. Der Wein ist sehr selten und wird nicht überall verkauft. In <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> wird er nur von <a data-href="Winston" href="greyhawk/das-geheimnis-von-saltmarsh/leute/winston.html" class="internal-link" target="_self" rel="noopener nofollow">Winston</a> vertrieben, und auch nur an Privatpersonen. Aus seinen Büchern geht hervor, dass der Wein damals auch an den <a data-tooltip-position="top" aria-label="Der Alchemist" data-href="Der Alchemist" href="greyhawk/das-geheimnis-von-saltmarsh/monster/der-alchemist.html" class="internal-link" target="_self" rel="noopener nofollow">Alchemisten</a> verkauft wurde. Verbundene Quest oder Personen
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/einhorn-wein-chirstaone.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Einhorn Wein - Chirstaone.md</guid><pubDate>Mon, 01 Sep 2025 11:49:48 GMT</pubDate><enclosure url="images/items/vino_unicorno.webp" length="0" type="image/webp"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/vino_unicorno.webp&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Halfling_Chika_Cherryweed_fbb]]></title><description><![CDATA[<img src="images/youseethis/halfling_chika_cherryweed_fbb.png" target="_self">]]></description><link>images/youseethis/halfling_chika_cherryweed_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Halfling_Chika_Cherryweed_fbb.png</guid><pubDate>Sun, 31 Aug 2025 18:30:24 GMT</pubDate><enclosure url="images/youseethis/halfling_chika_cherryweed_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/halfling_chika_cherryweed_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Vampire_Dracula_fbb]]></title><description><![CDATA[<img src="images/youseethis/vampire_dracula_fbb.png" target="_self">]]></description><link>images/youseethis/vampire_dracula_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Vampire_Dracula_fbb.png</guid><pubDate>Sun, 31 Aug 2025 18:14:17 GMT</pubDate><enclosure url="images/youseethis/vampire_dracula_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/vampire_dracula_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Sahuagin_11_fbb]]></title><description><![CDATA[<img src="images/youseethis/sahuagin_11_fbb.png" target="_self">]]></description><link>images/youseethis/sahuagin_11_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Sahuagin_11_fbb.png</guid><pubDate>Sun, 31 Aug 2025 18:08:41 GMT</pubDate><enclosure url="images/youseethis/sahuagin_11_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/sahuagin_11_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Mummy_2_fbb]]></title><description><![CDATA[<img src="images/youseethis/mummy_2_fbb.png" target="_self">]]></description><link>images/youseethis/mummy_2_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Mummy_2_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:55:17 GMT</pubDate><enclosure url="images/youseethis/mummy_2_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/mummy_2_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Lycanthrope_Werewolf_Wolfman_fbb]]></title><description><![CDATA[<img src="images/youseethis/lycanthrope_werewolf_wolfman_fbb.png" target="_self">]]></description><link>images/youseethis/lycanthrope_werewolf_wolfman_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Lycanthrope_Werewolf_Wolfman_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:53:48 GMT</pubDate><enclosure url="images/youseethis/lycanthrope_werewolf_wolfman_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/lycanthrope_werewolf_wolfman_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Lycanthrope_Werebear_fbb]]></title><description><![CDATA[<img src="images/youseethis/lycanthrope_werebear_fbb.png" target="_self">]]></description><link>images/youseethis/lycanthrope_werebear_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Lycanthrope_Werebear_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:52:08 GMT</pubDate><enclosure url="images/youseethis/lycanthrope_werebear_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/lycanthrope_werebear_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Golem_Flesh_Frankenstein_fbb]]></title><description><![CDATA[<img src="images/youseethis/golem_flesh_frankenstein_fbb.png" target="_self">]]></description><link>images/youseethis/golem_flesh_frankenstein_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Golem_Flesh_Frankenstein_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:43:36 GMT</pubDate><enclosure url="images/youseethis/golem_flesh_frankenstein_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/golem_flesh_frankenstein_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Devil_Bone_fbb]]></title><description><![CDATA[<img src="images/youseethis/devil_bone_fbb.png" target="_self">]]></description><link>images/youseethis/devil_bone_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Devil_Bone_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:27:36 GMT</pubDate><enclosure url="images/youseethis/devil_bone_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/devil_bone_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Devil_Barbed_fbb]]></title><description><![CDATA[<img src="images/youseethis/devil_barbed_fbb.png" target="_self">]]></description><link>images/youseethis/devil_barbed_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Devil_Barbed_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:26:49 GMT</pubDate><enclosure url="images/youseethis/devil_barbed_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/devil_barbed_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Demon_IV_Nalfeshnee_fbb]]></title><description><![CDATA[<img src="images/youseethis/demon_iv_nalfeshnee_fbb.png" target="_self">]]></description><link>images/youseethis/demon_iv_nalfeshnee_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Demon_IV_Nalfeshnee_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:24:38 GMT</pubDate><enclosure url="images/youseethis/demon_iv_nalfeshnee_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/demon_iv_nalfeshnee_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Demon_Orcus_fbb]]></title><description><![CDATA[<img src="images/youseethis/demon_orcus_fbb.png" target="_self">]]></description><link>images/youseethis/demon_orcus_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Demon_Orcus_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:23:34 GMT</pubDate><enclosure url="images/youseethis/demon_orcus_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/demon_orcus_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Devil_Arch_Asmodeus_fbb]]></title><description><![CDATA[<img src="images/youseethis/devil_arch_asmodeus_fbb.png" target="_self">]]></description><link>images/youseethis/devil_arch_asmodeus_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Devil_Arch_Asmodeus_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:21:23 GMT</pubDate><enclosure url="images/youseethis/devil_arch_asmodeus_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/devil_arch_asmodeus_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Demon_Yeenoghu_fbb]]></title><description><![CDATA[<img src="images/youseethis/demon_yeenoghu_fbb.png" target="_self">]]></description><link>images/youseethis/demon_yeenoghu_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Demon_Yeenoghu_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:20:20 GMT</pubDate><enclosure url="images/youseethis/demon_yeenoghu_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/demon_yeenoghu_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Demon_III_Glabrezu_fbb]]></title><description><![CDATA[<img src="images/youseethis/demon_iii_glabrezu_fbb.png" target="_self">]]></description><link>images/youseethis/demon_iii_glabrezu_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Demon_III_Glabrezu_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:18:38 GMT</pubDate><enclosure url="images/youseethis/demon_iii_glabrezu_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/demon_iii_glabrezu_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Demon_I_Vrock_fbb]]></title><description><![CDATA[<img src="images/youseethis/demon_i_vrock_fbb.png" target="_self">]]></description><link>images/youseethis/demon_i_vrock_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Demon_I_Vrock_fbb.png</guid><pubDate>Sun, 31 Aug 2025 17:17:06 GMT</pubDate><enclosure url="images/youseethis/demon_i_vrock_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/demon_i_vrock_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2 - Locate Object]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-locate-object.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/2 - Locate Object.md</guid><pubDate>Sun, 31 Aug 2025 16:30:26 GMT</pubDate></item><item><title><![CDATA[Ranulf Wymar]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: jung
Status: tot
Gruppierung: -
<br>Beschreibung: Ranulf Wymar aus Haus Rhola war der Geliebte/Verlobte von <a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a>. <br>Hintergrund
Ranulf Wymar wurde entführt und es wurde ein Lösegeld für ihn verlangt. Das Schiff mit dem (falschen) Geld ging jedoch auf hoher See unter und wurde nicht mehr gefunden. Daraufhin wurde Ranulf inoffiziell aufgegeben und <a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a> wartete fortan unwissentlich bis zu ihrem Selbstmord auf seine Rückkehr.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Ranulf Wymar.md</guid><pubDate>Sun, 31 Aug 2025 11:57:44 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Geisterschiff]]></title><description><![CDATA[Das Schiff ist zu bestimmten Zeiten von Land aus sichtbar.
In einer Kajüte auf dem Unterdeck fanden wir die Leiche von <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>'s MannQuick Calculator Map Height in Pixels: Map Width in Pixels: lat: 808.5
long: 1247.5
How Many Pixels In Scale: How Many Units in Scale: Scale: 0.09328358208955223
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/geisterschiff.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Geisterschiff.md</guid><pubDate>Sun, 31 Aug 2025 11:46:24 GMT</pubDate></item><item><title><![CDATA[Eufenia Wasserbieber]]></title><description><![CDATA[Description <img alt="Eufenia_Waterbeaver.png" src="images/npc/eufenia_waterbeaver.png" target="_self" style="width: 300px; max-width: 100%;"> Alter: 70+
Status: lebend
<br>Gruppierung: <a data-tooltip-position="top" aria-label="Greyhawk/Das Geheimnis von Saltmarsh/Leute/Haus Secunforth.md" data-href="Greyhawk/Das Geheimnis von Saltmarsh/Leute/Haus Secunforth.md" href="greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html" class="internal-link" target="_self" rel="noopener nofollow">Haus Secunforth</a>
Description: {CONTENT} Background
Eufenia's Familie war in den Diensten des Hauses Seconforth. Sie zog mit ihrem Mann vor vielen Jahren nach Saltmarsh, da dieser auf der Suche nach einem "Schatz" war. Diese Suche hat er bis zu seinem Tod vor ein paar Jahren nie aufgegeben.<br>
Sie gab uns die eine Hälfte eines Medallions, mit dem wir ihren Mann identifizieren können, falls wir seinen Körper finden würden. Wir fanden ihn dann später in einer Kajüte auf Dem <a data-href="Geisterschiff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/geisterschiff.html" class="internal-link" target="_self" rel="noopener nofollow">Geisterschiff</a>.
Appearances ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Eufenia Wasserbieber.md</guid><pubDate>Sun, 31 Aug 2025 11:43:14 GMT</pubDate><enclosure url="images/npc/eufenia_waterbeaver.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/eufenia_waterbeaver.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Thratouk Münzenbrecher]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: lebend
Gruppierung: Königliche Minengesellschaft
<br>Beschreibung: Wurde als ziviler Berater bei der Mine eingesetzt, war auf Konfrontation zu <a data-href="Manistrat Kupferlocke" href="greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html" class="internal-link" target="_self" rel="noopener nofollow">Manistrat Kupferlocke</a>, und der Gruppe nicht freundlich eingestellt. Hintergrund
Wurde durch Miasma beeinflusst
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/thratouk-münzenbrecher.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Thratouk Münzenbrecher.md</guid><pubDate>Sun, 31 Aug 2025 10:49:06 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Zettel mit Morsecodes]]></title><description><![CDATA[Beschreibung <img alt="morsezettel.jpg" src="images/items/morsezettel.jpg" target="_self">
Magisch: false
Eigentümer: Spieler
Questgegenstand: true
<br>Beschreibung: Gefunden im <a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a> im Untergeschoss im Zimmer von <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> Hintergrund
{CONTENT}
Verbundene Quest oder Personen
{CONTENT}
Erscheint in
Dataview: No results to show for table query.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/zettel-mit-morsecodes.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Zettel mit Morsecodes.md</guid><pubDate>Sun, 31 Aug 2025 10:44:16 GMT</pubDate><enclosure url="images/items/morsezettel.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/morsezettel.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[morsezettel]]></title><description><![CDATA[<img src="images/items/morsezettel.jpg" target="_self">]]></description><link>images/items/morsezettel.html</link><guid isPermaLink="false">Images/Items/morsezettel.jpg</guid><pubDate>Sun, 31 Aug 2025 10:27:13 GMT</pubDate><enclosure url="images/items/morsezettel.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/morsezettel.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Haus Secunforth]]></title><description><![CDATA[Beschreibung <img alt="Salinmoor.png" src="images/npc/salinmoor.png" target="_self" style="width: 300px; max-width: 100%;">
Status: aktiv
Gruppierung: Suel
<br>Beschreibung: Haus Secunforth ist ein Suel Adelshaus, das <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a> während der Großen Migration besiedelte. House Secunforth regiert die Grafschaft von Salinmoor, in der auch <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> liegt. Cronin Secunforth III ist der derzeitige Viscount von Salinmoor HintergrundErscheint in
Dataview: No results to show for table query.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Haus Secunforth.md</guid><pubDate>Sat, 30 Aug 2025 22:28:49 GMT</pubDate><enclosure url="images/npc/salinmoor.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/salinmoor.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Obsidian ToDo]]></title><description><![CDATA[
Wichtige Momente <a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a>
<br>Wichtige Momente <a data-href="Geisterschiff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/geisterschiff.html" class="internal-link" target="_self" rel="noopener nofollow">Geisterschiff</a>
<br>Wichtige Momente <a data-href="Höhle der Nachthexe" href="greyhawk/das-geheimnis-von-saltmarsh/orte/höhle-der-nachthexe.html" class="internal-link" target="_self" rel="noopener nofollow">Höhle der Nachthexe</a>
<br>Wichtige Momente <a data-href="Die Zwergenminen" href="greyhawk/das-geheimnis-von-saltmarsh/orte/die-zwergenminen.html" class="internal-link" target="_self" rel="noopener nofollow">Die Zwergenminen</a>
<br>Hintergrund von <a data-href="Thratouk Münzenbrecher" href="greyhawk/das-geheimnis-von-saltmarsh/leute/thratouk-münzenbrecher.html" class="internal-link" target="_self" rel="noopener nofollow">Thratouk Münzenbrecher</a>
<br>Details über <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>'s Familie und Verbindung zu <a data-href="Haus Secunforth" href="greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html" class="internal-link" target="_self" rel="noopener nofollow">Haus Secunforth</a>
Wichtige Gegenstände (Corinne)
Eventüll vergessene/verlorene wichtige Personen
Andere Tips und Inputs
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/aufgaben/obsidian-todo.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Aufgaben/Obsidian ToDo.md</guid><pubDate>Sat, 30 Aug 2025 22:22:34 GMT</pubDate></item><item><title><![CDATA[2023-09-13 Reginald]]></title><description><![CDATA[18 Flocktime 578
Transport der Wachen zurück nach Saltmarsh
Auftrag für die Erkundung der <a data-tooltip-position="top" aria-label="Die Zwergenminen" data-href="Die Zwergenminen" href="greyhawk/das-geheimnis-von-saltmarsh/orte/die-zwergenminen.html" class="internal-link" target="_self" rel="noopener nofollow">Minen der Zwerge</a> angenommen
<br><a data-href="Reginald I." href="greyhawk/das-geheimnis-von-saltmarsh/leute/reginald-i..html" class="internal-link" target="_self" rel="noopener nofollow">Reginald I.</a> tritt der Gruppe bei
18 Flocktime, 578
Nach einer kurzen Übernachtung machten wir uns mit den Verletzten auf den Weg zurück nach Saltmarsh. Nach zwei ereignislosen Tagen konnten wir die 4 Verletzten kurz nach Einbruch der Dunkelheit bei der Stadtwache abgeben. Wir gaben die Verletzten bei der Wache ab und machten uns zur Taverne auf. Nach einem tüchtigen Trunk machten wir uns auf in unsere Zimmer für einen verdienten Schlaf in einem Bett.
Am nächsten Morgen holten wir uns die Belohnung von 900 Gold ab und waren bereit für neue Aufgaben.
19 Flocktime, 578
Wir entschieden, dem Auftrag der Zwerge wegen den Minen nachzugehen und versuchten in der Taverne zur Strohziege von den Zwergen dort mehr Infos zu bekommen. Gemäss den Zwergen ist nicht wirklich klar was dort in den Mine passiert, aber es verschwinden alle Tage wieder ein paar Arbeiter, und das seit einigen Wochen.
<br>Wir besuchten noch den <a data-tooltip-position="top" aria-label="Winston" data-href="Winston" href="greyhawk/das-geheimnis-von-saltmarsh/leute/winston.html" class="internal-link" target="_self" rel="noopener nofollow">Gemischtwarenhändler</a> und kauften Verbrauchsmaterial sowie eine Stundenuhr. So wie es aussieht, hat dieser Händler noch einige Überraschung unter der Ladentheke.
<br>Wir schaften es dann <a data-href="Manistrat Kupferlocke" href="greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html" class="internal-link" target="_self" rel="noopener nofollow">Manistrat Kupferlocke</a> abzufangen und konnten den Auftrag in den Minen sichern. 300 Gold für Auskundschaften, 200 Gold Bonus for Einkopfprämie.<br>
<img alt="Manistrad_2.png" src="images/npc/manistrad_2.png" target="_self" style="width: 300px; max-width: 100%;">
<br>Nach einem Besuch bei <a data-href="Ingo der Viehtreiber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ingo-der-viehtreiber.html" class="internal-link" target="_self" rel="noopener nofollow">Ingo der Viehtreiber</a>, der Arbeitskräfte innerhalb von Saltmarsh
<br>Wir bekamen nach einem Hinweis von Ingo bei <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> eine Maultier namens<a data-href="Reginald I." href="greyhawk/das-geheimnis-von-saltmarsh/leute/reginald-i..html" class="internal-link" target="_self" rel="noopener nofollow">Reginald I.</a>, sogar. noch geschenkt.
<br><img alt="Reginald_the_First.png" src="images/creatures/reginald_the_first.png" target="_self" style="width: 300px; max-width: 100%;">20 Flocktime, 578
<br>Nach einer Übernachtung machten wir bei <a data-href="Krag" href="greyhawk/das-geheimnis-von-saltmarsh/leute/krag.html" class="internal-link" target="_self" rel="noopener nofollow">Krag</a> dem Totengräber einen Besuch, wo wir auch Zugang zu seiner privaten Bibliothek. Wir fanden Hinweise auf die Minen in M1-A wo man Untote vermutete, Aufgrund von einem Leck von <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a>, das den Ort versucht haben soll. Das Untote darin scheint durch Licht verletzbar zu sein („Ein Strahl verscheucht das Böse, ein helles Licht bannt es) . Im Grabhügel daneben wurden scheinbar Verurteilte bei lebendigem Leibe begraben.
<br>Danach besuchten wir den Hain von Oba d‘Hai. <a data-href="Ferrin Castilar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ferrin-castilar.html" class="internal-link" target="_self" rel="noopener nofollow">Ferrin Castilar</a>, Halbling, der Beschützer des Hains.
Mit dem Stundenglas machten wir uns auf den Weg zur Grotte
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2023-09-13-reginald.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2023-09-13 Reginald.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/npc/manistrad_2.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/manistrad_2.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2023-04-22 Versunkene Grotte]]></title><description><![CDATA[9 Flocktime 578
Ankunft in Saltmarsh
Auskundschaften des Gebietes um <a data-tooltip-position="top" aria-label="M1.png" data-href="M1.png" href="images/maps/m1.html" class="internal-link" target="_self" rel="noopener nofollow">M1</a>
<br>Inspektion der Minen in <a data-tooltip-position="top" aria-label="M1A.PNG" data-href="M1A.PNG" href="images/maps/m1a.html" class="internal-link" target="_self" rel="noopener nofollow">M1A</a>
<br>Erkunden der Klippen und der Grotte bei <a data-tooltip-position="top" aria-label="M1B.PNG" data-href="M1B.PNG" href="images/maps/m1b.html" class="internal-link" target="_self" rel="noopener nofollow">M1B</a>
<br>Untersuchen der Hütte bei <a data-tooltip-position="top" aria-label="M1C.PNG" data-href="M1C.PNG" href="images/maps/m1c.html" class="internal-link" target="_self" rel="noopener nofollow">M1C</a>
<br>Entdeckung des Schiffswracks bei <a data-tooltip-position="top" aria-label="M1C.PNG" data-href="M1C.PNG" href="images/maps/m1c.html" class="internal-link" target="_self" rel="noopener nofollow">M1C</a>
<br><a data-href="Conan" href="greyhawk/das-geheimnis-von-saltmarsh/party/conan.html" class="internal-link" target="_self" rel="noopener nofollow">Conan</a>, <a data-href="Firion" href="greyhawk/das-geheimnis-von-saltmarsh/party/firion.html" class="internal-link" target="_self" rel="noopener nofollow">Firion</a>, <a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a> und <a data-href="Runa" href="greyhawk/das-geheimnis-von-saltmarsh/party/runa.html" class="internal-link" target="_self" rel="noopener nofollow">Runa</a> erreichten endlich das Stadttor zu <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a>, das Abenteuer konnte beginnen.<br>Wir fanden nach kurzer Suche denn auch das Anschlagbrett (<a data-href="Quest- und Aufgabenliste" href="greyhawk/das-geheimnis-von-saltmarsh/aufgaben/quest-und-aufgabenliste.html" class="internal-link" target="_self" rel="noopener nofollow">Quest- und Aufgabenliste</a>) beim Hauptposten der Stadtwache, das gleichzeitig als Gefängnis diente.<br>Zuerst wollten wir uns dem Problem der Stadtwache mit den Goblins kümmern, aber die Welt war nicht bereit für diese Exkursion, also änderten wir den Plan und folgten der Karte der alten Frau <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> um den Schatz in der Grotte an der Klippe zu finden.<br><img alt="session_1_maps.png" src="images/maps/session_1_maps.png" target="_self">• M1-A Inspektion der Höhle ergibt, dass dort Silber abgebaut wurde, das Vorkommen scheint immer noch ergiebig.<br>• M1-B Die Klippen sind 18 Meter hoch. Bei Flut steigt das Wasser 6 Meter an, die Oberkante der <a data-tooltip-position="top" aria-label="M1B.png" data-href="M1B.png" href="images/maps/m1b.html" class="internal-link" target="_self" rel="noopener nofollow">Grotte</a> ist also 3 Meter unter Wasser, sie ist also nur bei Ebbe zu Fuss erreichbar
Der feuchte Sandboden senkt Bewegungsrate auf 1/3 Grotte ist am Eingang 3 Meter hoch, verengt sich danach aber schnell auf 1 Meter Höhe Einige Meter tiefer scheint der Gang um einiges breiter zu werden Es ist sehr unklar, wie die Tiden zeitlich ablaufen und wann die Höhle wieder unzugänglich wird. Sollten wohl in Saltmarsh die Bevölkerung befragen.
<br>• M1-C Einzeln stehende <a data-tooltip-position="top" aria-label="M1C.png" data-href="M1C.png" href="images/maps/m1c.html" class="internal-link" target="_self" rel="noopener nofollow">Hütte</a>, gehobener Standard, einstöckig. Im Innern gut ausgestattet und für eine Person ausgerichtet. Geist einer <a data-tooltip-position="top" aria-label="Die weisse Frau bei den Klippen" data-href="Die weisse Frau bei den Klippen" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/die-weisse-frau-bei-den-klippen.html" class="internal-link" target="_self" rel="noopener nofollow">Frau</a> bewegt sich im Umkreis der Hütte, gemäss einem dort gefundenen Buch wartete der Geist vergeblich auf einen nicht mehr von See zurückgekehrten <a data-tooltip-position="top" aria-label="Ranulf Wymar" data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Geliebten/Verlobten</a>. Laut LETZTER STANDORT!<br>• M 1-D Es scheint sich tatsächlich um ein auf ein Riff gelaufenes <a data-tooltip-position="top" aria-label="Geisterschiff.jpg" data-href="Geisterschiff.jpg" href="images/maps/geisterschiff.html" class="internal-link" target="_self" rel="noopener nofollow">Schiffswrack</a> zu handeln.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2023-04-22-versunkene-grotte.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2023-04-22 Versunkene Grotte.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/session_1_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_1_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2025-07-26 Rückkehr nach Saltmarsh]]></title><description><![CDATA[28 Wheelsun 578
Die Rückkehr nach Saltmarsh erfolgt am gleichen Tag, an dem auch das <a data-href="Richfest" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/richfest.html" class="internal-link" target="_self" rel="noopener nofollow">Richfest</a> beginnt.
<br>Ganz <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> ist auf den Beinen um das Richfest zu zelebrieren.
<br><a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a> trifft im Gemenge auf <a data-tooltip-position="top" aria-label="Keledek der Unerwähnte" data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek</a> und dieser übergibt ihm einen <a data-href="Rollenbehälter mit Spruchrolle" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/rollenbehälter-mit-spruchrolle.html" class="internal-link" target="_self" rel="noopener nofollow">Rollenbehälter mit Spruchrolle</a> ( <a data-href="1 - Find Familiar (Conj)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-find-familiar-(conj).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Find Familiar (Conj)</a>) nachdem sein Vertrauter ihn.... gebissen hat?
{CONTENT}{CONTENT}]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-07-26-rückkehr-nach-saltmarsh.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2025-07-26 Rückkehr nach Saltmarsh.md</guid><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Richfest]]></title><description><![CDATA[Das Richfest ist die dritte der vier Festwochen des Greyhawk-Kalenders. Celene ist wieder voll und der Hochsommer beginnt offiziell. Richfest folgt auf Wealsun, bevor es zu Reaping wird.Der Tag von Richtfest ist der längste Tag des Kalenderjahres in Greyhawk.Die Nacht von Richfest ist der Zeitpunkt wo Celene und Luna vollständig am Himmel zu sehen sind. <img alt="Richfest01.jpg" src="images/scenes/richfest01.jpg" target="_self">Dataview: No results to show for table query.Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/geschichten/richfest.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Geschichten/Richfest.md</guid><pubDate>Sat, 30 Aug 2025 21:40:32 GMT</pubDate><enclosure url="images/scenes/richfest01.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/scenes/richfest01.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Richfest01]]></title><description><![CDATA[<img src="images/scenes/richfest01.jpg" target="_self">]]></description><link>images/scenes/richfest01.html</link><guid isPermaLink="false">Images/Scenes/Richfest01.jpg</guid><pubDate>Sat, 30 Aug 2025 21:35:29 GMT</pubDate><enclosure url="images/scenes/richfest01.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/scenes/richfest01.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Die weisse Frau bei den Klippen]]></title><description><![CDATA[Die Gräfin <a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a> von <a data-href="Haus Secunforth" href="greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html" class="internal-link" target="_self" rel="noopener nofollow">Haus Secunforth</a> wartete in der <a data-tooltip-position="top" aria-label="Haus am Kliff" data-href="Haus am Kliff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/haus-am-kliff.html" class="internal-link" target="_self" rel="noopener nofollow">Hütte</a> in der falschen Hoffnung, dass ihr Ehemann <a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a> wieder zurückkommen würde. Sie starb dort auch, indem sie sich aus Verzweiflung von der Klippe stürzte, und dann als Geist wiederkehrte, der fortan regelmässig von der Hütte zu den Klippen lief und von dort auf die See hinaus schaute. <br>Der Ehemann, <a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a>, wurde in Wahrheit damals entführt und das Schiff mit dem Lösegeld ist auf See gesunken. Daraufhin entschloss man sich ihn aufzugeben. <br><a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>'s Mann erfuhr davon und hatte von da an das Ziel, das Geld zu finden. Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/geschichten/die-weisse-frau-bei-den-klippen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Geschichten/Die weisse Frau bei den Klippen.md</guid><pubDate>Sat, 30 Aug 2025 21:32:13 GMT</pubDate></item><item><title><![CDATA[Zettel mit Anweisungen]]></title><description><![CDATA[Beschreibung <img alt="Notes.png" src="images/items/notes.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
Eigentümer: Spieler
Questgegenstand: true
<br>Beschreibung: In einem Buch im Keller der <a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a> befand sich ein Blatt Pergament mit einigen einfachen Wörtern und Sätzen in der Gemeinsprache und ihren Entsprechungen in Gnoll. Zu den Wörtern gehören "aufhören", "kämpfen", "anheben", und so weiter. Hintergrund
{CONTENT}
<br>Verbundene Quest oder Personen
<a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a><br>
<a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/zettel-mit-anweisungen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Zettel mit Anweisungen.md</guid><pubDate>Sat, 30 Aug 2025 21:27:04 GMT</pubDate><enclosure url="images/items/notes.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/notes.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Juppsen]]></title><description><![CDATA[<img src="images/pc/juppsen.png" target="_self">]]></description><link>images/pc/juppsen.html</link><guid isPermaLink="false">Images/PC/Juppsen.png</guid><pubDate>Sat, 30 Aug 2025 21:25:56 GMT</pubDate><enclosure url="images/pc/juppsen.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/juppsen.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Miasma]]></title><description><![CDATA[Eine rätselhafte Krankheit die vor einiger Zeit ganze Landstriche im Gebiet um <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a> heimsuchte. Miasma wurde durch eine Gruppe von Nachthexen in einem dunklen Ritual erschaffen und raffte viele Bewohner dahin, die damit in Berührung kamen. <br>Ein <a data-tooltip-position="top" aria-label="Der Alchemist" data-href="Der Alchemist" href="greyhawk/das-geheimnis-von-saltmarsh/monster/der-alchemist.html" class="internal-link" target="_self" rel="noopener nofollow">Alchemist</a> scheint es dann später geschafft zu haben, Miasma zu "destilieren" . Er konnte das Miasma dann in Phiolen abfüllen, um die Krankheit in noch weitere Gebiete zu tragen. <br>Miasma war auch für die Untotenplage in den <a data-tooltip-position="top" aria-label="Die Zwergenminen" data-href="Die Zwergenminen" href="greyhawk/das-geheimnis-von-saltmarsh/orte/die-zwergenminen.html" class="internal-link" target="_self" rel="noopener nofollow">Zwergenminen</a> verantwortlich, sowie auch vermutlich für die geisterhaften Erscheinungen in der <a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a> an den Kippen von Saltmarsh.Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Geschichten/Miasma.md</guid><pubDate>Sat, 30 Aug 2025 21:08:59 GMT</pubDate></item><item><title><![CDATA[Safeton]]></title><description><![CDATA[Safeton ist eine kleine Handelsstadt an der Wild Coast, die ihren Namen und ihren Ruf dadurch erlangt hat, dass sie in ihren Mauern auf Recht und Ordnung achtet.<img alt="SafetonMap.png" src="images/maps/safetonmap.png" target="_self">Dataview: No results to show for table query.Erscheint in
Dataview: No results to show for table query.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/safeton.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Safeton.md</guid><pubDate>Sat, 30 Aug 2025 21:02:12 GMT</pubDate><enclosure url="images/maps/safetonmap.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/safetonmap.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[SafetonMap]]></title><description><![CDATA[<img src="images/maps/safetonmap.png" target="_self">]]></description><link>images/maps/safetonmap.html</link><guid isPermaLink="false">Images/Maps/SafetonMap.png</guid><pubDate>Sat, 30 Aug 2025 20:56:03 GMT</pubDate><enclosure url="images/maps/safetonmap.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/safetonmap.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Zwergenmine_4]]></title><description><![CDATA[<img src="images/maps/zwergenmine_4.jpg" target="_self">]]></description><link>images/maps/zwergenmine_4.html</link><guid isPermaLink="false">Images/Maps/Zwergenmine_4.jpg</guid><pubDate>Sat, 30 Aug 2025 20:54:17 GMT</pubDate><enclosure url="images/maps/zwergenmine_4.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/zwergenmine_4.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Elf_Callon_fbb]]></title><description><![CDATA[<img src="images/youseethis/elf_callon_fbb.png" target="_self">]]></description><link>images/youseethis/elf_callon_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Elf_Callon_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:31 GMT</pubDate><enclosure url="images/youseethis/elf_callon_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img 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target="_self">]]></description><link>images/youseethis/water_termite_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Water_Termite_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:31 GMT</pubDate><enclosure url="images/youseethis/water_termite_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/water_termite_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Weasel_fbb]]></title><description><![CDATA[<img src="images/youseethis/weasel_fbb.png" target="_self">]]></description><link>images/youseethis/weasel_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Weasel_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:31 GMT</pubDate><enclosure url="images/youseethis/weasel_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img 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target="_self">]]></description><link>images/youseethis/black_pudding_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Black_Pudding_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/black_pudding_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/black_pudding_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Blink_Dog_fbb]]></title><description><![CDATA[<img src="images/youseethis/blink_dog_fbb.png" target="_self">]]></description><link>images/youseethis/blink_dog_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Blink_Dog_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/blink_dog_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/blink_dog_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Boar_fbb]]></title><description><![CDATA[<img src="images/youseethis/boar_fbb.png" target="_self">]]></description><link>images/youseethis/boar_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Boar_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/boar_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/boar_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Devil_Bearded_1_fbb]]></title><description><![CDATA[<img src="images/youseethis/devil_bearded_1_fbb.png" target="_self">]]></description><link>images/youseethis/devil_bearded_1_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Devil_Bearded_1_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/devil_bearded_1_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/devil_bearded_1_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Devil_Bearded_2_fbb]]></title><description><![CDATA[<img src="images/youseethis/devil_bearded_2_fbb.png" target="_self">]]></description><link>images/youseethis/devil_bearded_2_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Devil_Bearded_2_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/devil_bearded_2_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/devil_bearded_2_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Elf_Yelnor_fbb]]></title><description><![CDATA[<img src="images/youseethis/elf_yelnor_fbb.png" target="_self">]]></description><link>images/youseethis/elf_yelnor_fbb.html</link><guid 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src="images/youseethis/fighter_liam_fbb.png" target="_self">]]></description><link>images/youseethis/fighter_liam_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Fighter_Liam_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/fighter_liam_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/fighter_liam_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Fighter_Zula_fbb]]></title><description><![CDATA[<img src="images/youseethis/fighter_zula_fbb.png" target="_self">]]></description><link>images/youseethis/fighter_zula_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Fighter_Zula_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/fighter_zula_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/fighter_zula_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Golem_Bone_fbb]]></title><description><![CDATA[<img src="images/youseethis/golem_bone_fbb.png" target="_self">]]></description><link>images/youseethis/golem_bone_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Golem_Bone_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/golem_bone_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/golem_bone_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Pig_BigBoy_fbb]]></title><description><![CDATA[<img src="images/youseethis/pig_bigboy_fbb.png" target="_self">]]></description><link>images/youseethis/pig_bigboy_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Pig_BigBoy_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/pig_bigboy_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/pig_bigboy_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Specialist_Alchemist_fbb]]></title><description><![CDATA[<img src="images/youseethis/specialist_alchemist_fbb.png" target="_self">]]></description><link>images/youseethis/specialist_alchemist_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Specialist_Alchemist_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/specialist_alchemist_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/specialist_alchemist_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Spider_Black_Widow_fbb]]></title><description><![CDATA[<img src="images/youseethis/spider_black_widow_fbb.png" target="_self">]]></description><link>images/youseethis/spider_black_widow_fbb.html</link><guid isPermaLink="false">Images/YouSeeThis/Spider_Black_Widow_fbb.png</guid><pubDate>Sat, 30 Aug 2025 18:46:28 GMT</pubDate><enclosure url="images/youseethis/spider_black_widow_fbb.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/youseethis/spider_black_widow_fbb.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gift-Dolch]]></title><description><![CDATA[Beschreibung <img alt="Poison_Dagger.png" src="images/items/poison_dagger.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
Eigentümer: Spieler
Questgegenstand: false
Beschreibung: Ein Dolch mit einem Mechanismus, der es auf Knopfdruck erlaubt, Gift auf der Klinge anzubringen. <br>Hintergrund
Gefunden in <a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a> zusammen mit einer Lederrüstung, gehörte Ned Shakeshaft.
<br>Verbundene Quest oder Personen <a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/gift-dolch.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Gift-Dolch.md</guid><pubDate>Sat, 30 Aug 2025 14:46:00 GMT</pubDate><enclosure url="images/items/poison_dagger.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/poison_dagger.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2023-08-12 Alter Wachturm]]></title><description><![CDATA[3 Freeday 578
Angriff auf den alten Wachturm
Befreiung der entführten Stadtwachen
3 Freeday, 15. Flocktime 578Nach kurzem Wandern schlugen wir ein Lager auf und bereiteten uns auf den Abend vor.
Die Trulla sorgte für Abendessen in Form eines Rehkitzes. Beim Gespräch kam heraus,
dass <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> die Tochter einer Waldelfin aus dem Dreadwood und eines Hochelfen-Magiers
ist. Ihre Stimme und die Narben verdankt sie einem misslungenen Experimentes, bei dem
auch ihr Vater ums Leben kann, welcher sich auf Elementar und Nekromantiemagie
spezialisiert hatte. Sie zog sich danach in den Dreadwood zurück.16 Flocktime, 3. Starday 578<br>Wir beschlossen, zusammen den alten Turm bei Nacht anzugreifen. <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> versteckte
sich auf einem Baum und deckte den Weg ab. <br><img alt="session_3_maps.png" src="images/maps/session_3_maps.png" target="_self">Ich konnte einen erfolgreichen Schlaf auf die Goblins im Innenhof wirken, was uns den Einstieg erheblich vereinfachte. Wir arbeiteten uns auf den oberen Stock und konnten nach hartem Kampf den Anführer Grimrock überwältigen. <br>Nach kurzen Durchsuchen fanden wir dann einen Zugang zum Verlies unter dem Turm wo wir auch tatsächlich dann die 4 vermissten Stadtwachen. Wir bauten mehrere Tragen und als wir uns auf den Weg zurück nach Saltmarsh liefen wir in einen Hinterhalt des Goblinschamanen Gurlok, den wir aber niederschlagen konnten. Damit waren die Goblin-Chefs <a data-href="Gurlok und Grimrock" href="greyhawk/das-geheimnis-von-saltmarsh/monster/gurlok-und-grimrock.html" class="internal-link" target="_self" rel="noopener nofollow">Gurlok und Grimrock</a> besiegt.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2023-08-12-alter-wachturm.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2023-08-12 Alter Wachturm.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/session_3_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_3_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Alter Wachturm]]></title><description><![CDATA[Der Wachturm befand sich nördlich von <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> entlang des Eisvogelflusses kurz vor der Gabelung südlich von Burle.<br>Der Wachturm wurde durch Goblins besetzt, die Wachen wurden in einer Zelle oben im Turm eingesperrt. Die Goblins hausten auf dem Erdgeschoss, die zwei Goblinchefs <a data-href="Gurlok und Grimrock" href="greyhawk/das-geheimnis-von-saltmarsh/monster/gurlok-und-grimrock.html" class="internal-link" target="_self" rel="noopener nofollow">Gurlok und Grimrock</a> hatten ihr Lager im Obergeschoss aufgeschlagen. <br><img alt="Alter_Turm_1.jpg" src="images/maps/alter_turm_1.jpg" target="_self">Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/alter-wachturm.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Alter Wachturm.md</guid><pubDate>Fri, 29 Aug 2025 22:03:10 GMT</pubDate><enclosure url="images/maps/alter_turm_1.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/alter_turm_1.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Nachthexe]]></title><description><![CDATA[Beschreibung <img alt="Night_Hag.png" src="images/creatures/night_hag.png" target="_self" style="width: 300px; max-width: 100%;">
Typ: Hexe
Beschreibung: Es sind schreckliche Geschöpfe mit abscheulicher, blau-violetter Haut, tiefschwarzem Haar und glühend roten Augen, langen, bösen Klauen an Händen und Füßen und fauligen, fauligen Reißzähnen, die aus ihren trockenen, verfaulenden Lippen ragen. <br>Hintergrund
Die Nachthexen beschwörten/erschufen mittels dunkler Rituale, das scheinbar auch mit dämonischer Hilfe, das <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a><br>
Es scheint eine Gruppe von Nachthexen gewesen zu sein, die dabei zusammen gearbeitet haben. Zwei davon scheinen weit weg von <a data-href="Salinmoor" href="greyhawk/das-geheimnis-von-saltmarsh/orte/salinmoor.html" class="internal-link" target="_self" rel="noopener nofollow">Salinmoor</a> gestorben zu sein, die letzte hat als geisterhafer dunkler Nebel in der Nähe von <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> in einer Höhle überlebt.
Sie wurde in einem grossen Kampf besiegt, und mit ihr auch das Miasma schlussendlich aus der Gegend endgültig verbannt.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/monster/nachthexe.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Monster/Nachthexe.md</guid><pubDate>Fri, 29 Aug 2025 22:00:49 GMT</pubDate><enclosure url="images/creatures/night_hag.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/night_hag.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gurlok und Grimrock]]></title><description><![CDATA[Beschreibung <img alt="session_3_maps.png" src="images/maps/session_3_maps.png" target="_self" style="width: 400px; max-width: 100%;">
Typ: Goblin
<br>Beschreibung: Zwei Goblin-Chefs, die mit ihrer Bande den <a data-tooltip-position="top" aria-label="Alter Wachturm" data-href="Alter Wachturm" href="greyhawk/das-geheimnis-von-saltmarsh/orte/alter-wachturm.html" class="internal-link" target="_self" rel="noopener nofollow">Alten Wachturm</a> nördlich von <a data-href="Saltmarsh" href="greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html" class="internal-link" target="_self" rel="noopener nofollow">Saltmarsh</a> besetzten, und die Wachen des Turms gefangen hielten. Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/monster/gurlok-und-grimrock.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Monster/Gurlok und Grimrock.md</guid><pubDate>Fri, 29 Aug 2025 22:00:41 GMT</pubDate><enclosure url="images/maps/session_3_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_3_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Falschgeld]]></title><description><![CDATA[Beschreibung <img alt="Coins.png" src="images/items/coins.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
Eigentümer: Spieler
Questgegenstand: true
<br>Beschreibung: 200 falsche Keoland <a data-tooltip-position="top" aria-label="Allgemeines in Greyhawk &gt; Währungen" data-href="Allgemeines in Greyhawk#Währungen" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/allgemeines-in-greyhawk.html#Währungen" class="internal-link" target="_self" rel="noopener nofollow">Adler</a> <br>Hintergrund
Das Geld wurde in der <a data-tooltip-position="top" aria-label="M1B.png" data-href="M1B.png" href="images/maps/m1b.html" class="internal-link" target="_self" rel="noopener nofollow">Grotte</a> unterhalb vom <a data-href="Haus am Kliff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/haus-am-kliff.html" class="internal-link" target="_self" rel="noopener nofollow">Haus am Kliff</a> in einer von Untoten bewachten Kiste gefunden. Es war das Falschgeld wurde zur Hälfte dem Lösegeld für <a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a>'s Entführung beigegeben, um die Entführer später identifizieren zu können.<br>
Zusammen mit dem Falschgeld wurden auch die <a data-href="Prägematritzen" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/prägematritzen.html" class="internal-link" target="_self" rel="noopener nofollow">Prägematritzen</a> für Keolandische <a data-tooltip-position="top" aria-label="Allgemeines in Greyhawk &gt; Währungen" data-href="Allgemeines in Greyhawk#Währungen" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/allgemeines-in-greyhawk.html#Währungen" class="internal-link" target="_self" rel="noopener nofollow">Adler</a> in der gleichen Kiste gefunden.
<br>Verbundene Quest oder Personen
<a data-href="Die weisse Frau bei den Klippen" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/die-weisse-frau-bei-den-klippen.html" class="internal-link" target="_self" rel="noopener nofollow">Die weisse Frau bei den Klippen</a><br>
<a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a><br>
<a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a><br>
<a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/falschgeld.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Falschgeld.md</guid><pubDate>Fri, 29 Aug 2025 21:46:06 GMT</pubDate><enclosure url="images/items/coins.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/coins.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2023-06-10 Die Verlassenen Minen]]></title><description><![CDATA[9 Flocktime 578
Versteckte Falltüre im verlassenen Haus
Verlassenes Haus verschwand über Nacht
Geist einer Frau erschien beim Haus
Erforschen der Grotte bei den Klippen
{CONTENT}M1-C
<img alt="M1C.png" src="images/maps/m1c.png" target="_self" style="width: 300px; max-width: 100%;">
Kleider die im Schrank waren, sind etwa 70-100 Jahre alt und komischerweise sehr gut erhalten. Beim Aufräumen fanden wir unter dem Tisch eine kleine Falltüre. Beim Böses spüren sieht der Kleriker in seinem inneren viele Augen die ihn anstarren. Auch wir hatten dieses Gefühl.
Nach einem hervorragenden Essen gingen wir schlafen. Bei der ersten Wache von Conan kam dichter Nebel auf, dann folgte heftiger Regen und ein Licht erschient, danach verschwand die Hütte aufs Mal. Das war circa 3 Uhr morgens. Wir machten uns im Regen gemütlich und warteten durch die Nacht. 10 Flocktime 578Am nächsten Morgen ging der Regen weg und wir entschieden, die Grotte nochmals anzugehen. Wir errechneten mittels Sonnenuhr danach das der Zugang zur Höhle 16 Minuten begehbar ist. Das Haus ist nicht wieder erschienen, das Schiff ist wieder sichtbar. Wir gingen danach zurück zur Mine, dort fehlten allerdings das ganze Werkzeug.M1-A<br>
<img alt="M1A.png" src="images/maps/m1a.png" target="_self" style="width: 300px; max-width: 100%;">
Also machten wir uns auf den Weg zum Grabhügel. Da das eher unspektatulär war, machten wir uns auf den Weg zur Mine. Plötzlich kam der Nebel und die Kälte zurück und bei Kontrolle waren die Werkzeuge in der Mine sowie die Hütte wieder da. Und zwar so wie wir sie gestern vorgefunden haben.Also die Frau wieder erschien, kamen auch Stimmen wieder, die auch beim letzten Mal schon da gewesen sein sollen. Wir machten uns auf zur Hütte um etwas zu kochen.
Beim durchsuchen der Bücher fanden wir heraus, dass der Geist Imogen Vanora war, eine Gräfin aus dem Haus Secondforth aus der Grafschaft Salenmoor. Wir fanden auch heraus, dass die Krankeit die damals zur gleichen Zeit wütete Schwarzes Miasma hiess. Es gab kein Heilmittel und man munkelte, dass ausseplanare Wesen für die Krankheit schuld waren. Man sagt, Nachthexen waren der Ursprung dafür.
Der Geliebte der Gräfin, der auf See verschollen ist, ist noch unbekannt. Die Gräfin hat sich gemäss Brief, den wir im Tagebuch gefunden haben, aus Liebeskummer über die Klippe gestürzt.11 Flocktime 578M1-B<br>
<img alt="M1B.png" src="images/maps/m1b.png" target="_self">
Eine Expedition zur Grotte am nächsten Tag zeigte eine Höhle in der zwei Kisten lagen und von Untoten bewacht wurde, die bei Annäherung aktiv wurden. Wir beschlossen das so sein zu lassen und entschlossen uns, zurück nach Saltmarsh zu gehen.12 Flocktime 578
<br>M0-X Wir besuchten die alte Dame, deren Name <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> ist . Von ihr erfuhren wir, dass die Gräfin <a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a> in der Hütte in der falschen Hoffnung auf ihren zukünftigen Ehemann wartete. Dieser wurde in Wahrheit damals entführt und das Schiff mit dem Lösegeld ist auf See gesunken. Daraufhin entschloss man, <a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a> aufzugeben. Die teilte man Imogen jedoch nie mit.
<br><a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>'s Mann erfuhr davon und hatte von da an das Ziel, das Geld zu finden. Sie gab uns ein Medallion, das andere Teil hatte ihr Mann, wir sollen ihn damit nden und identifizieren. Das Lösegeld wurde speziell markiert um es später wiederfinden zu können. Das Dark Miasma ist 401 erstmals aufgetreten. Mehr Infos zu all diesen Dingen soll der Friedhofswärter <a data-href="Krag" href="greyhawk/das-geheimnis-von-saltmarsh/leute/krag.html" class="internal-link" target="_self" rel="noopener nofollow">Krag</a> haben. Er soll im Aufgtrag von <a data-href="Eliander Feuerborn" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eliander-feuerborn.html" class="internal-link" target="_self" rel="noopener nofollow">Eliander Feuerborn</a> seine Bibliothek betreuen.
M0-25 Der Mann der bei der Prozession von der Klippe sprang war Eliot. Bei einer ertrennten Partnerschaft wirft sich derjenige mit dem grössten Trennungsschmerz von der Klippe. Was für eine 'tolle“ Tradition.
M0-13 Stadtwache kommt herein und fragt ob wir innert 3 Tagen die vermisste Patrouille finden können, die von Goblins festgehalten wird. Wir bekommen dafür 600 Gold. Am nächsten Morgen kommt er nochmals vorbei und bittet darum, dass die Gefangenen lebend wieder zurückgebracht. Der Turm in dem die Gefangenen gehalten werden, ist schon sehr alt und hat nur einen Keller mit Zellen.
<br><img alt="session_2_maps.png" src="images/maps/session_2_maps.png" target="_self" style="width: 500px; max-width: 100%;">
Nach kurzer Vorbereitung brachen wir am nächsten Morgen auf um nach den vermissten Wachen zu suchen. Wir folgten dem Weg, der uns gegeben wurde ohne grosse Probleme für die nächsten paar Stunden bis wir etwa um dieMittagszeit an die Ausläufer eines grösseren Waldgebiets kamen. Wir wurden etwa eine Stunde später von einem Paar Aaskriechern (Carrion Crawler) überrascht.<br>
<img alt="TKNcarcass-crawler.png" src="images/creatures/tkncarcass-crawler.png" target="_self"><br>
Die Viecher waren uns haushoch überlegen und wir waren in kürzester Zeit kurz vor einer totalen Niederlage, als uns ein paar wohlgezielte Pfeile einer Waldelfin namens <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> rettete. Warum die Dame uns erst im letzten Augenblick half, als uns vorab schon vor den Viechern zu warnen, muss sie uns dann noch mal ausführlich erklären. Sowas ist unterste Schublade und verdient keinen wirklichen Dank. Zu allem Über uss ist sie auch noch unfreundlich und eingebildet, typisch für eine Elfe halt. Das kann ja noch heiter werden. Aus purer Hö ichkeit nehmen wir ihr Angebot an, uns zum Wachturm zu begleiten. Man ist ja schliesslich kein Rüpel von der Gosse, oder aus dem Wald....<br><img alt="Loragella_2.png" src="images/pc/loragella_2.png" target="_self">]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2023-06-10-die-verlassenen-minen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2023-06-10 Die Verlassenen Minen.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/m1c.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1c.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2023-10-28 Versunkene Grotte II]]></title><description><![CDATA[20 Flocktime 578
Erkunden der Grotte
Reginald!!
20 Flocktime, 578Wir machten uns also hinunter zur Grotte gemäss folgendem Plan:
Stein mit Lichtspruch
Mönch/Dieb gehen in Grotte mit Lichtstein
Magier schaut auf Ebbe/Flut
Schauen was passiert...
<img alt="M1B_Exploration.png" src="images/maps/m1b_exploration.png" target="_self" style="width: 400px; max-width: 100%;"><br><a data-href="Runa" href="greyhawk/das-geheimnis-von-saltmarsh/party/runa.html" class="internal-link" target="_self" rel="noopener nofollow">Runa</a> und <a data-href="Loragella" href="greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html" class="internal-link" target="_self" rel="noopener nofollow">Loragella</a> liefen in die Höhle und wurden von einer Gruppe Spinnen überrascht, die aber nach kurzem und effektivem Kampf aber besiegt wurden. <a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a> ging, da er keine Sprüche mehr hatte, nach oben und wechselte mit dem Kleriker den Platz. Während dem gingen die zwei anderen weiter in die Grotte. Sie wurden von einer Gruppe von Zombies und Skeletten überrascht, aber <a data-href="Firion" href="greyhawk/das-geheimnis-von-saltmarsh/party/firion.html" class="internal-link" target="_self" rel="noopener nofollow">Firion</a> konnte mit einem grossen Teil kurzen Prozess machen.<br>
<img alt="M1B_Fight.png" src="images/maps/m1b_fight.png" target="_self" style="width: 400px; max-width: 100%;">
Ein undefinierbares Zögern ging durch die Gruppe, aber schlussendlich obsiegt das Heldenhafte und der Kampf konnte beginnen. Nachdem der eine oder andere den Boden geküsst hat, ging der Kampf, natürlich, schlussendlich doch noch zu unseren Gunsten zu Ende. Wir machten uns also mit der höchst verdienten Beute in Form von beiden Kisten auf den Weg zurück hoch auf die Klippen.<br>In den Kisten fanden wir 2000 Gold sowie einige Bücher die magischerweise Interessant sein könnten. Loragella fand in einem versteckten Fach....die <a data-href="Prägematritzen" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/prägematritzen.html" class="internal-link" target="_self" rel="noopener nofollow">Prägematritzen</a> für einen Keolandischen Adler. <br>Wir reisten zurück nach Saltmarsh und trafen uns mit <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> und fanden heraus, dass die Hälfte der Münzen <a data-href="Falschgeld" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/falschgeld.html" class="internal-link" target="_self" rel="noopener nofollow">Falschgeld</a> waren und dafür gebraucht wurden, um herauszufinden, wer mit dem Lösegeld zu bezahlen versuchte. Wir entschieden uns, die Matrizen bis auf weiteres versteckt zu behalten. Die Kiste mit den Büchern liessen wir zu einem Trocknungsprozess zurück.<br>Wir trafen <a data-href="Krag" href="greyhawk/das-geheimnis-von-saltmarsh/leute/krag.html" class="internal-link" target="_self" rel="noopener nofollow">Krag</a> in der Taverne und fragten ihn ein wenig aus betreffend der Entführung<br>
und dem Lösegeld. Man sagt, dass das Geld damals auf einem Schiff unterging, der Lady Belle, dem <a data-href="Haus am Kliff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/haus-am-kliff.html" class="internal-link" target="_self" rel="noopener nofollow">Haus am Kliff</a>.Galionsfigur mit schöner Frau. Ging irgendwann irgendwo unter auf dem Weg von<br>
Sasserine nach Gratsul. Weiter oben der Strasse nach den Minen der Zwerge soll ein <a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Spukhaus</a> geben. Man munkelt, dass ein Geist mit dem Sturmlicht Schiffe auf die Klippen lockt. Wir sollten den Priester im <a data-href="Procan" href="greyhawk/das-geheimnis-von-saltmarsh/leute/procan.html" class="internal-link" target="_self" rel="noopener nofollow">Procan</a> Tempel, <a data-href="Wellgar Brinehanded" href="greyhawk/das-geheimnis-von-saltmarsh/leute/wellgar-brinehanded.html" class="internal-link" target="_self" rel="noopener nofollow">Wellgar Brinehanded</a> besuchen, er könnte weiterhelfen. Wir sollen ihn auf Schätze, Meer und helfen bergen ansprechen.<br><img alt="Lady_Belle.png" src="images/knowledge/lady_belle.png" target="_self" style="width: 400px; max-width: 100%;">
21 Flocktime, 578<br>Am nächsten Morgen gingen wir zu <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> und konnten aus den durchweichten Büchern 3 Spruchrollen retten, dir wir unter uns aufteilten.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2023-10-28-versunkene-grotte-ii.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2023-10-28 Versunkene Grotte II.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/m1b_exploration.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1b_exploration.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2025-2 Verlassene Villa]]></title><description><![CDATA[<a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Karte zur Geistervilla</a>
<br>Trafen auf den "gefesselten" <a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a>
Auflösen des Fluches, der ein geisterhaftes Kind stets durch das Haus wandeln liess.
<br>Kolonie Pilze gefunden, die für <a data-href="Ferrin Castilar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ferrin-castilar.html" class="internal-link" target="_self" rel="noopener nofollow">Ferrin Castilar</a> interessant ist (Pilzeintopf)
Im Untergeschoss versteckten Zugang zu unterirdischem Stützpunkt gefunden
<br>Fanden <a data-href="Zettel mit Anweisungen" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/zettel-mit-anweisungen.html" class="internal-link" target="_self" rel="noopener nofollow">Zettel mit Anweisungen</a> in Common/Gnoll
<br>Kampf gegen den untoten <a data-tooltip-position="top" aria-label="Der Alchemist" data-href="Der Alchemist" href="greyhawk/das-geheimnis-von-saltmarsh/monster/der-alchemist.html" class="internal-link" target="_self" rel="noopener nofollow">Alchimisten</a>, dem letzten Besitzer der Villa
<br>Die letzten Flaschen <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a> gefunden <br>Durchsuchung eines abgeschlossenen Raumes im Keller der einer Person namens <a data-href="Sanbalet" href="greyhawk/das-geheimnis-von-saltmarsh/leute/sanbalet.html" class="internal-link" target="_self" rel="noopener nofollow">Sanbalet</a> gehört.
<br>Es muss sich regelmässig eine Gruppe in den Kellergewölben aufhalten, aber bis jetzt ist nicht klar wer und in welchen Abständen (<a data-href="Rätsel und offene Fragen" href="greyhawk/das-geheimnis-von-saltmarsh/aufgaben/rätsel-und-offene-fragen.html" class="internal-link" target="_self" rel="noopener nofollow">Rätsel und offene Fragen</a>).
<br><img alt="Untoter_Alchemist.png" src="images/creatures/untoter_alchemist.png" target="_self" style="width: 250px; max-width: 100%;">]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-2-verlassene-villa.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2025-2 Verlassene Villa.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/creatures/untoter_alchemist.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/untoter_alchemist.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Bebic Höhlenwut]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: älter
Status: lebend
Gruppierung: Königliche Minengesellschaft
Beschreibung: {CONTENT} Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/bebic-höhlenwut.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Bebic Höhlenwut.md</guid><pubDate>Fri, 29 Aug 2025 20:19:15 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Prägematritzen]]></title><description><![CDATA[Beschreibung <img alt="Coin_Die_Stamp.png" src="images/items/coin_die_stamp.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
Eigentümer: Spieler
Questgegenstand: true
<br>Beschreibung: Prägematritzen für einen Keolandischen <a data-tooltip-position="top" aria-label="Allgemeines in Greyhawk &gt; Währungen" data-href="Allgemeines in Greyhawk#Währungen" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/allgemeines-in-greyhawk.html#Währungen" class="internal-link" target="_self" rel="noopener nofollow">Adler</a> <br>Hintergrund
Gefunden in einer Kiste zusammen mit <a data-href="Falschgeld" href="greyhawk/das-geheimnis-von-saltmarsh/gegenstände/falschgeld.html" class="internal-link" target="_self" rel="noopener nofollow">Falschgeld</a> in der Grotte bei den Klippen in <a data-href="M1.png" href="images/maps/m1.html" class="internal-link" target="_self" rel="noopener nofollow">M1.png</a>.
<br>Verbundene Quest oder Personen
<a data-href="Die weisse Frau bei den Klippen" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/die-weisse-frau-bei-den-klippen.html" class="internal-link" target="_self" rel="noopener nofollow">Die weisse Frau bei den Klippen</a><br>
<a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a><br>
<a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a><br>
<a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/prägematritzen.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Prägematritzen.md</guid><pubDate>Fri, 29 Aug 2025 20:16:45 GMT</pubDate><enclosure url="images/items/coin_die_stamp.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/coin_die_stamp.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Rollenbehälter mit Spruchrolle]]></title><description><![CDATA[Beschreibung <img alt="Scroll_Tube.png" src="images/items/scroll_tube.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: true
Eigentümer: Spieler
Questgegenstand: false
<br>Beschreibung: Ein Spruchrollenbehälter aus Knochen, erhalten von Keledek. Enthielt den Spruch <a data-href="1 - Find Familiar (Conj)" href="greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-find-familiar-(conj).html" class="internal-link" target="_self" rel="noopener nofollow">1 - Find Familiar (Conj)</a> Hintergrund
Wurde Juppsen ausgehändigt, nachdem ihm das unsichtbare Flattertier von Keledek in den Hals gepiekst hat. <br>Verbundene Quest oder Personen
<a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a><br>
<a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a>
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/rollenbehälter-mit-spruchrolle.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Rollenbehälter mit Spruchrolle.md</guid><pubDate>Fri, 29 Aug 2025 20:13:11 GMT</pubDate><enclosure url="images/items/scroll_tube.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/scroll_tube.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Quest- und Aufgabenliste]]></title><description><![CDATA[Zwerge:
Tunnelschacht bei den Minen untersuchen, Anzeichen von Troglodyten,
Die Quelle von Zombies in den Minen finden, Infos bei <a data-href="Manistrat Kupferlocke" href="greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html" class="internal-link" target="_self" rel="noopener nofollow">Manistrat Kupferlocke</a>
Stadtwache:
<br>Bande von Goblins (10-15) in Ruine <a data-href="Alter Wachturm" href="greyhawk/das-geheimnis-von-saltmarsh/orte/alter-wachturm.html" class="internal-link" target="_self" rel="noopener nofollow">Alter Wachturm</a> search and destroy, 300 Gold je
Vermisste Patrouille finden, 300 Gold je
<br>Alte Frau (<a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a>)
Dachboden ausräumen, 150 Silber je
Karte ihres verstorbenen Mannes folgen (M1)
<br>Bibliothek von <a data-href="Krag" href="greyhawk/das-geheimnis-von-saltmarsh/leute/krag.html" class="internal-link" target="_self" rel="noopener nofollow">Krag</a>:
Untote/Miasma in den Höhlen/Minen/Hügeln von M1-A
<br><a data-href="Höhle der Nachthexe" href="greyhawk/das-geheimnis-von-saltmarsh/orte/höhle-der-nachthexe.html" class="internal-link" target="_self" rel="noopener nofollow">Höhle der Nachthexe</a>:
Zerstörung des Geistes der letzten Hexe
<br>Zerstörung des letzten Restes des aktiven <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a>
<br>Bergung der Kiste des <a data-href="Malekastos" href="greyhawk/das-geheimnis-von-saltmarsh/leute/malekastos.html" class="internal-link" target="_self" rel="noopener nofollow">Malekastos</a>
<br>Brief in Kiste brachte uns auf die Spur des <a data-tooltip-position="top" aria-label="Der Alchemist" data-href="Der Alchemist" href="greyhawk/das-geheimnis-von-saltmarsh/monster/der-alchemist.html" class="internal-link" target="_self" rel="noopener nofollow">Alchemisten</a> in der <a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">verlassenen Villa</a>
<br><a data-href="Geisterschiff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/geisterschiff.html" class="internal-link" target="_self" rel="noopener nofollow">Geisterschiff</a>:
???
<br><a data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">Verlassene Villa</a>:
Brechen des Fluchs um die Geistererscheinung des kleinen Kinds mit Anhang
<br><a data-href="Ned Shakeshaft" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ned-shakeshaft.html" class="internal-link" target="_self" rel="noopener nofollow">Ned Shakeshaft</a> umgangen (vorerst)
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/aufgaben/quest-und-aufgabenliste.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Aufgaben/Quest- und Aufgabenliste.md</guid><pubDate>Fri, 29 Aug 2025 20:06:18 GMT</pubDate></item><item><title><![CDATA[Notes]]></title><description><![CDATA[<img src="images/items/notes.png" target="_self">]]></description><link>images/items/notes.html</link><guid isPermaLink="false">Images/Items/Notes.png</guid><pubDate>Fri, 29 Aug 2025 19:54:44 GMT</pubDate><enclosure url="images/items/notes.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/notes.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Allgemeines in Greyhawk]]></title><description><![CDATA[Dataview: No results to show for table query.Erscheint in
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/geschichten/allgemeines-in-greyhawk.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Geschichten/Allgemeines in Greyhawk.md</guid><pubDate>Fri, 29 Aug 2025 19:32:11 GMT</pubDate></item><item><title><![CDATA[Night_Hag]]></title><description><![CDATA[<img src="images/creatures/night_hag.png" target="_self">]]></description><link>images/creatures/night_hag.html</link><guid isPermaLink="false">Images/Creatures/Night_Hag.png</guid><pubDate>Fri, 29 Aug 2025 19:15:33 GMT</pubDate><enclosure url="images/creatures/night_hag.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/night_hag.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Monster Template]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Typ: -
Beschreibung: {CONTENT} Hintergrund
{CONTENT}
Erscheint in
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]]></description><link>templates/monster-template.html</link><guid isPermaLink="false">templates/Monster Template.md</guid><pubDate>Fri, 29 Aug 2025 19:12:21 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Wellgar Brinehanded]]></title><description><![CDATA[Beschreibung <img alt="Wellgar.png" src="images/npc/wellgar.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: lebend
Gruppierung: Procan
<br>Beschreibung: Ein etwas exzentrischer Ex-Seemann, der jetzt als Oberpriester in der Kirche von <a data-href="Procan" href="greyhawk/das-geheimnis-von-saltmarsh/leute/procan.html" class="internal-link" target="_self" rel="noopener nofollow">Procan</a> in Saltmarsh dient. Hintergrund
Wellgar hat trotz seines fortgeschrittenen Alters ein scharfes Gedächtnis und eine nach aussen mürrische Natur. Er kann sich an jeden Sturm, jedes verlorene Schiff und jeden enormen Fang erinnern, der jemals in Saltmarshs Gewässern eingeholt wurde.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/wellgar-brinehanded.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Wellgar Brinehanded.md</guid><pubDate>Fri, 29 Aug 2025 18:27:20 GMT</pubDate><enclosure url="images/npc/wellgar.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/wellgar.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Keoland]]></title><description><![CDATA[Keoland, eigentlich bekannt als das Königreich Keoland, ist eine Nation in der Sheldomar im Westen der Flanaess. Es ist das älteste durchgehend regierte Menschen-Reich in der Flanaess und kann seine ununterbrochene Thronfolge fast tausend Jahre zurückverfolgen.Lokale Gottheit: <a data-href="Procan" href="greyhawk/das-geheimnis-von-saltmarsh/leute/procan.html" class="internal-link" target="_self" rel="noopener nofollow">Procan</a>, Gott der Meere/StürmeHerrscher:	König Kimbertos Skotti (564-)
Regierung:	Konstitutionelle Monarchie
Gegründet:	-342 CYDemografie
Hauptstadt:	Niole Dra
Großstädte:	Niole DraProvinzen:	Königlicher Bezirk, 26 weitere Herzogtümer, Grafschaften, Märsche, Territorien und Baronien.
Bevölkerung:	1.800.000
Rassen:	Mensch (SOf), Elf, Gnom, Halbling, Halbelf, Zwerg
Sprachen:	Allgemein, Keolandisch, Elbisch, Gnomisch und Halbling<br><img alt="Azure_Sea_Keoland.webp" src="images/maps/azure_sea_keoland.webp" target="_self">Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Keoland.md</guid><pubDate>Fri, 29 Aug 2025 18:26:38 GMT</pubDate><enclosure url="images/maps/azure_sea_keoland.webp" length="0" type="image/webp"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/azure_sea_keoland.webp&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Procan]]></title><description><![CDATA[Beschreibung <img alt="Procan.png" src="images/npc/procan.png" target="_self" style="width: 300px; max-width: 100%;">
Status: Gottheit
Gruppierung: Procan
Beschreibung: Procan ist der oeridische Gott des Meeres, des Meereslebens, des Salzes, des Seewetters und der Navigation. Sein heiliges Symbol ist ein goldener und korallenfarbener Dreizack, der eine Welle durchstößt. Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/procan.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Procan.md</guid><pubDate>Fri, 29 Aug 2025 18:25:58 GMT</pubDate><enclosure url="images/npc/procan.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/procan.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Procan]]></title><description><![CDATA[<img src="images/npc/procan.png" target="_self">]]></description><link>images/npc/procan.html</link><guid isPermaLink="false">Images/NPC/Procan.png</guid><pubDate>Fri, 29 Aug 2025 18:25:18 GMT</pubDate><enclosure url="images/npc/procan.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/procan.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Haus am Kliff]]></title><description><![CDATA[Eine ehemals schönes Ferienhaus, das nun aber alt und verlottert an den Klippen <a data-tooltip-position="top" aria-label="M1.png" data-href="M1.png" href="images/maps/m1.html" class="internal-link" target="_self" rel="noopener nofollow">nördlich von Saltmarsh</a> steht. Im Innern gibt eine komplette Grundausstattung um auch eine längere Zeit dort zu bleiben. Küche, Bett, Tisch mit Stühlen und eine grosszügige Ablage für Proviant. <br>Das Haus wurde vormals von <a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a> bewohnt, als sie jahrelang vergeblich auf die Rückkehr ihres zukünfigen Mannes. <br><img alt="M1C.png" src="images/maps/m1c.png" target="_self">Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/haus-am-kliff.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Haus am Kliff.md</guid><pubDate>Fri, 29 Aug 2025 18:20:55 GMT</pubDate><enclosure url="images/maps/m1c.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1c.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Imogen Vanora]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: älter
Status: tot
<br>Gruppierung: <a data-tooltip-position="top" aria-label="Greyhawk/Das Geheimnis von Saltmarsh/Leute/Haus Secunforth.md" data-href="Greyhawk/Das Geheimnis von Saltmarsh/Leute/Haus Secunforth.md" href="greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html" class="internal-link" target="_self" rel="noopener nofollow">Haus Secunforth</a>
<br>Beschreibung: Imogen Vanora war eine Gräfin aus dem <a data-href="Haus Secunforth" href="greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html" class="internal-link" target="_self" rel="noopener nofollow">Haus Secunforth</a> aus der Grafschaft <a data-href="Salinmoor" href="greyhawk/das-geheimnis-von-saltmarsh/orte/salinmoor.html" class="internal-link" target="_self" rel="noopener nofollow">Salinmoor</a> . <br>Hintergrund
Die Gräfin <a data-href="Imogen Vanora" href="greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html" class="internal-link" target="_self" rel="noopener nofollow">Imogen Vanora</a> wartete in der Hütte bei den Klippen in der falschen Hoffnung auf die Rückkehr ihres zukünftigen Ehemanns <a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a>, der, so wie es ihr damals gesagt wurde, auf eine längeren Seereise abberufen worden war.<br>
Jedoch in Wahrheit wurde er damals entführt und das Schiff mit dem für ihn gedachten Lösegeld sank bei der Überfahrt auf hoher See. Daraufhin entschloss man sich, <a data-href="Ranulf Wymar" href="greyhawk/das-geheimnis-von-saltmarsh/leute/ranulf-wymar.html" class="internal-link" target="_self" rel="noopener nofollow">Ranulf Wymar</a> aufzugeben. Dies teilte man Imogen jedoch nie mit.
Die Gräfin hat sich gemäss Brief, den wir im Tagebuch gefunden haben, eines Tages dann aus Liebeskummer über die Klippe gestürzt.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/imogen-vanora.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Imogen Vanora.md</guid><pubDate>Fri, 29 Aug 2025 18:10:39 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Salinmoor]]></title><description><![CDATA[Region:	<a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a>Herrscher:	Viscount Cronin Secunforth III
Regierungsart:	Feudale Provinz von Keoland<br>Salinmoor wurde vom Haus Rhola um -242 CY, vor der kaiserlichen Ära <a data-href="Keolands" href=".html" class="internal-link" target="_self" rel="noopener nofollow">Keolands</a>, als Anhängsel des Herzogtums Gradsul gegründet.
<br>In den späten 490e r Jahren löschte eine Seuche (<a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a>) ein Viertel der Bevölkerung der Provinz aus.
<br>In den frühen 500e r Jahren wurden bei einer Reihe von Hexenverfolgungen viele Menschen wegen des Verdachts getötet, Zauberer zu sein, was in Keoland eigentlich ein Verbrechen ist. <a data-href="Haus Secunforth" href="greyhawk/das-geheimnis-von-saltmarsh/leute/haus-secunforth.html" class="internal-link" target="_self" rel="noopener nofollow">Haus Secunforth</a> wurde beschuldigt, nicht schneller eingegriffen zu haben, um dies zu verhindern.
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/salinmoor.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Salinmoor.md</guid><pubDate>Fri, 29 Aug 2025 17:55:35 GMT</pubDate><enclosure url="images/maps/default_map.webp" length="0" type="image/webp"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/default_map.webp&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Verlassene Villa]]></title><description><![CDATA[Das verlassene Geisterhaus befindet sich nördlich von Saltmarsh (<a data-tooltip-position="top" aria-label="M1.png" data-href="M1.png" href="images/maps/m1.html" class="internal-link" target="_self" rel="noopener nofollow">Karte M1</a>), etwas oberhalb der alten Hütte bei den Klippen wo sich auch <a data-tooltip-position="top" aria-label="M1B.png" data-href="M1B.png" href="images/maps/m1b.html" class="internal-link" target="_self" rel="noopener nofollow">die Grotte</a> befindet.
Die Straße zum Haus schlängelt sich durch die felsige Küstenlandschaft und gibt oft den Blick auf das Meer frei. Tief hängende Wolken drücken auf euch, gelegentlich taucht das Sonnenlicht über dem Wasser auf. Ein steifer Wind weht von den Wellen heran und trägt den salzigen Geruch des aufgewühlten Salzwassers mit sich.
<br><img alt="Haunted_House.png" src="images/scenes/haunted_house.png" target="_self"><br><img alt="Villa_1.jpg" src="images/maps/villa_1.jpg" target="_self">Dataview: No results to show for table query.Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Verlassene Villa.md</guid><pubDate>Fri, 29 Aug 2025 14:39:59 GMT</pubDate><enclosure url="images/scenes/haunted_house.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/scenes/haunted_house.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Saltmarsh Umgebung]]></title><description><![CDATA[{CONTENT}<img alt="Saltmarsh_Environs.jpg" src="images/maps/saltmarsh_environs.jpg" target="_self">Dataview: No results to show for table query.Erscheint in
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh-umgebung.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Saltmarsh Umgebung.md</guid><pubDate>Fri, 29 Aug 2025 14:39:39 GMT</pubDate><enclosure url="images/maps/saltmarsh_environs.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/saltmarsh_environs.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Saltmarsh]]></title><description><![CDATA[Saltmarsh ist ein kleines, respektables Fischerdorf in der Grafschaft Salinmoor, im südlichsten Teil von <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a>, bekannt bei Abenteurern, obwohl es normalerweise eine verschlafene kleine Stadt ist.<br>Während der Kaiserzeit von <a data-href="Keoland" href="greyhawk/das-geheimnis-von-saltmarsh/orte/keoland.html" class="internal-link" target="_self" rel="noopener nofollow">Keoland</a> (ca. 286 CY-488 CY) war die Expansion des Königreichs durch Eroberungen im Norden gekennzeichnet, die dem Königreich beträchtlichen Reichtum brachten. Seine südlichen Küstenabschnitte, insbesondere diejenigen, die vom Rest Keolands durch den Dreadwood getrennt sind, sah von diesem Wachstum nur sehr wenig. Ein katastrophaler Versuch von King Tavish III, die Länder im Süden zu erobern, endete in 453 CY mit seinem Tod, und sein Nachfolger, Tavish IV, beschloss seine Truppen aus den Grenzgebieten abzuziehen.StadttorWache und GefängnisTaverne zur StrohziegeEliander FeuerbornKönigliche MinengesellschaftKeledek der UnerwähnteTreue Quartiermeister des IuzTaverne zum leeren NetzKreb ShenkerGrüner MarktAlte BrückeTaverne zur Reissenden LeineWochenmarktRathausSchmiede zum ZwergenambossSchifffahrtsgildeIngo der ViehtreiberSchreinergildeTempel des ProcanWellgar BrinehandedFriedhofKragWinstons GemischtwarenWinstonMeereshain des Obad-Hai<br>Ferrin CastilarGellan ErstwasserNeds VersteckDie Reissende LeineFischhandelOweland AnwesenSolomor AnwesenKesters LederwarenHoolwacht Turm<img class="leaflet-image-layer leaflet-zoom-animated" src="images/maps/saltmarsh_unnumbered.jpg" alt="" style="z-index: 1; transform: translate3d(-510px, -469px, 0px); width: 2273px; height: 1787px;" target="_self"><a 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viewBox="0 0 512 512"><path fill="currentColor" d="M173.898 439.404l-166.4-166.4c-9.997-9.997-9.997-26.206 0-36.204l36.203-36.204c9.997-9.998 26.207-9.998 36.204 0L192 312.69 432.095 72.596c9.997-9.997 26.207-9.997 36.204 0l36.203 36.204c9.997 9.997 9.997 26.206 0 36.204l-294.4 294.401c-9.998 9.997-26.207 9.997-36.204-.001z"></path></svg></a><a class="leaflet-control-has-actions leaflet-control-save-icon" href="#" aria-label="Export Drawing to GeoJSON" target="_self"><svg aria-hidden="true" focusable="false" data-prefix="fas" data-icon="save" class="svg-inline--fa fa-save fa-w-14" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 448 512"><path fill="currentColor" d="M433.941 129.941l-83.882-83.882A48 48 0 0 0 316.118 32H48C21.49 32 0 53.49 0 80v352c0 26.51 21.49 48 48 48h352c26.51 0 48-21.49 48-48V163.882a48 48 0 0 0-14.059-33.941zM224 416c-35.346 0-64-28.654-64-64 0-35.346 28.654-64 64-64s64 28.654 64 64c0 35.346-28.654 64-64 64zm96-304.52V212c0 6.627-5.373 12-12 12H76c-6.627 0-12-5.373-12-12V108c0-6.627 5.373-12 12-12h228.52c3.183 0 6.235 1.264 8.485 3.515l3.48 3.48A11.996 11.996 0 0 1 320 111.48z"></path></svg></a><a class="leaflet-control-draw-done-icon" href="#" aria-label="Done" target="_self"><svg aria-hidden="true" focusable="false" data-prefix="fas" data-icon="check" class="svg-inline--fa fa-check fa-w-16" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 512 512"><path fill="currentColor" d="M173.898 439.404l-166.4-166.4c-9.997-9.997-9.997-26.206 0-36.204l36.203-36.204c9.997-9.998 26.207-9.998 36.204 0L192 312.69 432.095 72.596c9.997-9.997 26.207-9.997 36.204 0l36.203 36.204c9.997 9.997 9.997 26.206 0 36.204l-294.4 294.401c-9.998 9.997-26.207 9.997-36.204-.001z"></path></svg></a><a class="leaflet-control-save-param-icon" href="#" aria-label="Save Parameters to View" target="_self"><svg aria-hidden="true" focusable="false" data-prefix="fas" data-icon="save" class="svg-inline--fa fa-save fa-w-14" role="img" xmlns="http://www.w3.org/2000/svg" viewBox="0 0 448 512"><path fill="currentColor" d="M433.941 129.941l-83.882-83.882A48 48 0 0 0 316.118 32H48C21.49 32 0 53.49 0 80v352c0 26.51 21.49 48 48 48h352c26.51 0 48-21.49 48-48V163.882a48 48 0 0 0-14.059-33.941zM224 416c-35.346 0-64-28.654-64-64 0-35.346 28.654-64 64-64s64 28.654 64 64c0 35.346-28.654 64-64 64zm96-304.52V212c0 6.627-5.373 12-12 12H76c-6.627 0-12-5.373-12-12V108c0-6.627 5.373-12 12-12h228.52c3.183 0 6.235 1.264 8.485 3.515l3.48 3.48A11.996 11.996 0 0 1 320 111.48z"></path></svg></a><a href="https://leafletjs.com" title="A JS library for interactive maps" target="_self" class="is-unresolved">Leaflet</a>1 Stadttor
2 Kaserne / Gefängnis / Anschlagbrett für Aufträge
3 Taverne zur Strohziege, gut besucht, rustikal
4 Haus von Eliander Feuernborn, Kommandant Stadtwache
5 Haus von Zwergen?
6 Turm Keledek der Unerwähnte
7 Handelshaus
8 Taverne Das Leere Netz, rege besucht, vorwiegend Seeleute, Creb Shenker
9 Grüner Markt
10 Brücke, älter als Saltmarsh
11 Kesters Lederwarenladen
12 Hoolblickturm, HQ Stadtwache,
13 Taverne zur reissenden Leine, working class, gutbürgerlich, Zimmer, Hanna Rist
14 Rathaus
15 Markt
16 Anwesen Gelen Erstwasser, Reeder, Fischer
17 Schmiede zum Zwergenamboss
18 Fischverarbeitung
19 Anwesen von Eda Oveland, Ratsmitglied
20 Anwesen der Solmos
21 Gildenhaus der Seefahrer
22 Ingo der Viehtreiber (x)
23 Gildenhaus der Zimmerleute (Kila Kanklesten, Gnomin, Gildenfrau, ev. Arbeit )
24 Krebsfischerbucht
25 Weg Richtung Seaton und Minen (von Zwergen betrieben)
X) Haus ohne Nummer, aber mit Dachboden, gehört Eufenia Waterbeaver
26 Tempel von Prokan, Priester, ehemaliger Seemann (?) mit Holzbein, Vellgar Laugenhand.
27 Friedhof, Friedofswärter ist Krag, ein Halbork
28 Winstons Gemischtwarenladen, Halbling, ev. Arbeit und gute Waren
29 Obad-Hai‘s HainDataview: No results to show for table query.Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/saltmarsh.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Saltmarsh.md</guid><pubDate>Fri, 29 Aug 2025 14:39:12 GMT</pubDate></item><item><title><![CDATA[Nördlich von Saltmarsh (M1)]]></title><description><![CDATA[{CONTENT}<img alt="M1.png" src="images/maps/m1.png" target="_self">Dataview: No results to show for table query.Erscheint in
Dataview: No results to show for table query.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/nördlich-von-saltmarsh-(m1).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Nördlich von Saltmarsh (M1).md</guid><pubDate>Fri, 29 Aug 2025 14:38:54 GMT</pubDate><enclosure url="images/maps/m1.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Höhle der Nachthexe]]></title><description><![CDATA[Man kam in diese Höhle durch die Grotte <a data-href="M1B.png" href="images/maps/m1b.html" class="internal-link" target="_self" rel="noopener nofollow">M1B.png</a> (Thar Be Gold) an der Klippe <a data-href="Nördlich von Saltmarsh (M1)" href="greyhawk/das-geheimnis-von-saltmarsh/orte/nördlich-von-saltmarsh-(m1).html" class="internal-link" target="_self" rel="noopener nofollow">Nördlich von Saltmarsh (M1)</a><br><img alt="Grotto_Sea_Hag.jpg" src="images/maps/grotto_sea_hag.jpg" target="_self">Dataview: No results to show for table query.Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/orte/höhle-der-nachthexe.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Orte/Höhle der Nachthexe.md</guid><pubDate>Fri, 29 Aug 2025 14:38:27 GMT</pubDate><enclosure url="images/maps/grotto_sea_hag.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotto_sea_hag.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Location Template]]></title><description><![CDATA[{CONTENT}<img alt="default_map.webp" src="images/maps/default_map.webp" target="_self">Dataview: No results to show for table query.Erscheint in
Dataview: No results to show for table query.
]]></description><link>templates/location-template.html</link><guid isPermaLink="false">templates/Location Template.md</guid><pubDate>Fri, 29 Aug 2025 14:35:38 GMT</pubDate><enclosure url="images/maps/default_map.webp" length="0" type="image/webp"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/default_map.webp&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Salinmoor]]></title><description><![CDATA[<img src="images/npc/salinmoor.png" target="_self">]]></description><link>images/npc/salinmoor.html</link><guid isPermaLink="false">Images/NPC/Salinmoor.png</guid><pubDate>Fri, 29 Aug 2025 08:27:40 GMT</pubDate><enclosure url="images/npc/salinmoor.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/salinmoor.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[1 - Charm Person (Ench)]]></title><description><![CDATA[
Note: The period between checks is the time period during
which the check occurs. When to roll the check during this time is
determined (randomly or by selection) by the DM. The roll is made
secretly.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-charm-person-(ench).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Charm Person (Ench).md</guid><pubDate>Thu, 28 Aug 2025 22:22:02 GMT</pubDate></item><item><title><![CDATA[Reginald I.]]></title><description><![CDATA[Beschreibung <img alt="mule.png" src="images/creatures/mule.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: älter
Status: lebend
Gruppierung: -
<br>Beschreibung: Reginald der Lastenesel gehört <a data-href="Eufenia Wasserbieber" href="greyhawk/das-geheimnis-von-saltmarsh/leute/eufenia-wasserbieber.html" class="internal-link" target="_self" rel="noopener nofollow">Eufenia Wasserbieber</a> und wurde der Gruppe freundlicherweise ausgeliehen. Er schon mehrfach ein treuer und nützlicher Helfer. Hintergrund
Ein zuverlässiges Mitglied der Gruppe. Ruhig und belastbar.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/reginald-i..html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Reginald I..md</guid><pubDate>Thu, 28 Aug 2025 22:02:18 GMT</pubDate><enclosure url="images/creatures/mule.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/mule.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Angara]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: -
Gruppierung: -
<br>Beschreibung: Der Name wurde in einem Brief des <a data-tooltip-position="top" aria-label="Der Alchemist" data-href="Der Alchemist" href="greyhawk/das-geheimnis-von-saltmarsh/monster/der-alchemist.html" class="internal-link" target="_self" rel="noopener nofollow">Alchemisten</a> als Adressat erwähnt Hintergrund
Kein Hintergrund bekannt
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/angara.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Angara.md</guid><pubDate>Thu, 28 Aug 2025 22:00:51 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Keledek der Unerwähnte]]></title><description><![CDATA[Beschreibung <img alt="Keledek.png" src="images/npc/keledek.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: mittel
Status: lebend
Gruppierung: Ket
Beschreibung: Keledeks hat dunkle Haut und leuchtend rote Gewänder, er trägt immer einen Turban - Mit seiner Größe von fast 7 Fuss ist er eine unverwechselbare Figur in der Stadt. Keledek stammt aus Ket, einem fernen Land. Er wohnt am Westende von Saltmarsh in einem Turm.
Das Königreich Ket wird von den Einheimischen mit Misstrauen betrachtet. In der Stadt geht das Gerücht um, dass Keledek, wenn man seinen Namen laut ausspricht, für kurze Zeit ein Gespräch belauschen kann. Hintergrund Keledek scheint immer auf der Suche nach neuem Wissen zu sein
<br>Nach dem Tod von <a data-href="Magastos" href="greyhawk/das-geheimnis-von-saltmarsh/leute/magastos.html" class="internal-link" target="_self" rel="noopener nofollow">Magastos</a>, seinem Lehrling, hat er sich <a data-href="Juppsen" href="greyhawk/das-geheimnis-von-saltmarsh/party/juppsen.html" class="internal-link" target="_self" rel="noopener nofollow">Juppsen</a> als Nachfolger ausgesucht.
Keledek scheint insgeheim ein Faible für Nekromantie zu haben
Er hat einen Vertrauten Imp, der ihm stets unsichtbar folgt. Appearances ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Keledek der Unerwähnte.md</guid><pubDate>Thu, 28 Aug 2025 21:44:52 GMT</pubDate><enclosure url="images/npc/keledek.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/keledek.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Scroll_Tube]]></title><description><![CDATA[<img src="images/items/scroll_tube.png" target="_self">]]></description><link>images/items/scroll_tube.html</link><guid isPermaLink="false">Images/Items/Scroll_Tube.png</guid><pubDate>Thu, 28 Aug 2025 21:32:22 GMT</pubDate><enclosure url="images/items/scroll_tube.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/scroll_tube.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[1 - Find Familiar (Conj)]]></title><description><![CDATA[
The DM can substitute other small animals suitable to the area.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-find-familiar-(conj).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Find Familiar (Conj).md</guid><pubDate>Thu, 28 Aug 2025 21:27:05 GMT</pubDate></item><item><title><![CDATA[Spell Template]]></title><link>templates/spell-template.html</link><guid isPermaLink="false">templates/Spell Template.md</guid><pubDate>Thu, 28 Aug 2025 21:26:33 GMT</pubDate></item><item><title><![CDATA[Poison_Dagger]]></title><description><![CDATA[<img src="images/items/poison_dagger.png" target="_self">]]></description><link>images/items/poison_dagger.html</link><guid isPermaLink="false">Images/Items/Poison_Dagger.png</guid><pubDate>Thu, 28 Aug 2025 21:07:07 GMT</pubDate><enclosure url="images/items/poison_dagger.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/poison_dagger.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2 - Ray of Enfeeblement (Ench)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-ray-of-enfeeblement-(ench).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/2 - Ray of Enfeeblement (Ench).md</guid><pubDate>Thu, 28 Aug 2025 21:02:54 GMT</pubDate></item><item><title><![CDATA[2 - Melf's Acid Arrow (Conj)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-melf&apos;s-acid-arrow-(conj).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/2 - Melf&apos;s Acid Arrow (Conj).md</guid><pubDate>Thu, 28 Aug 2025 21:02:52 GMT</pubDate></item><item><title><![CDATA[2 - Forget (Ench)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-forget-(ench).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/2 - Forget (Ench).md</guid><pubDate>Thu, 28 Aug 2025 21:02:50 GMT</pubDate></item><item><title><![CDATA[2 - Blur (Illusion)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/2-blur-(illusion).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/2 - Blur (Illusion).md</guid><pubDate>Thu, 28 Aug 2025 21:02:47 GMT</pubDate></item><item><title><![CDATA[1 - Spider Climb (Alt)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-spider-climb-(alt).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Spider Climb (Alt).md</guid><pubDate>Thu, 28 Aug 2025 21:02:45 GMT</pubDate></item><item><title><![CDATA[1 - Sleep (Ench)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-sleep-(ench).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Sleep (Ench).md</guid><pubDate>Thu, 28 Aug 2025 21:02:43 GMT</pubDate></item><item><title><![CDATA[1 - Protection from Evil (Abj)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-protection-from-evil-(abj).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Protection from Evil (Abj).md</guid><pubDate>Thu, 28 Aug 2025 21:02:41 GMT</pubDate></item><item><title><![CDATA[1 - Light (Alt)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-light-(alt).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Light (Alt).md</guid><pubDate>Thu, 28 Aug 2025 21:02:39 GMT</pubDate></item><item><title><![CDATA[1 - Identify (Div)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-identify-(div).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Identify (Div).md</guid><pubDate>Thu, 28 Aug 2025 21:02:37 GMT</pubDate></item><item><title><![CDATA[1 - Hypnotism (Ench)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-hypnotism-(ench).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Hypnotism (Ench).md</guid><pubDate>Thu, 28 Aug 2025 21:02:35 GMT</pubDate></item><item><title><![CDATA[1 - Friends (Ench)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-friends-(ench).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Friends (Ench).md</guid><pubDate>Thu, 28 Aug 2025 21:02:32 GMT</pubDate></item><item><title><![CDATA[1 - Enlarge - Reduce (Alt)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-enlarge-reduce-(alt).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Enlarge - Reduce (Alt).md</guid><pubDate>Thu, 28 Aug 2025 21:02:29 GMT</pubDate></item><item><title><![CDATA[1 - Detect Secret Passages & Portals (Div)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-detect-secret-passages-&amp;-portals-(div).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Detect Secret Passages &amp; Portals (Div).md</guid><pubDate>Thu, 28 Aug 2025 21:02:26 GMT</pubDate></item><item><title><![CDATA[1 - Detect Magic (Div)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-detect-magic-(div).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Detect Magic (Div).md</guid><pubDate>Thu, 28 Aug 2025 21:02:12 GMT</pubDate></item><item><title><![CDATA[1 - Comprehend Languages (Alt)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-comprehend-languages-(alt).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Comprehend Languages (Alt).md</guid><pubDate>Thu, 28 Aug 2025 21:01:56 GMT</pubDate></item><item><title><![CDATA[1 - Burning Hands (Alt)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/magie/magier/1-burning-hands-(alt).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Magie/Magier/1 - Burning Hands (Alt).md</guid><pubDate>Thu, 28 Aug 2025 21:01:07 GMT</pubDate></item><item><title><![CDATA[Ned]]></title><description><![CDATA[<img src="images/npc/ned.png" target="_self">]]></description><link>images/npc/ned.html</link><guid isPermaLink="false">Images/NPC/Ned.png</guid><pubDate>Thu, 28 Aug 2025 17:47:45 GMT</pubDate><enclosure url="images/npc/ned.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ned.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Erotisches_Buch]]></title><description><![CDATA[<img src="images/items/erotisches_buch.jpg" target="_self">]]></description><link>images/items/erotisches_buch.html</link><guid isPermaLink="false">Images/Items/Erotisches_Buch.jpg</guid><pubDate>Thu, 28 Aug 2025 17:20:57 GMT</pubDate><enclosure url="images/items/erotisches_buch.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/erotisches_buch.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Sack des Heironeous]]></title><description><![CDATA[Beschreibung <img alt="Ablassbeutel.png" src="images/items/ablassbeutel.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: true
Eigentümer: Spieler
Questgegenstand: false
Beschreibung: Beutel mit übernatürlicher Kapazität, jedoch werden 10% des zugefügten Goldes automatisch an die Kirche von Heironeous gesendet. Gegenstände sind davon nicht beroffen. Hintergrund
{CONTENT}
Verbundene Quest oder Personen
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/gegenstände/sack-des-heironeous.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Gegenstände/Sack des Heironeous.md</guid><pubDate>Thu, 28 Aug 2025 17:19:28 GMT</pubDate><enclosure url="images/items/ablassbeutel.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/ablassbeutel.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Tome]]></title><description><![CDATA[<img src="images/items/tome.png" target="_self">]]></description><link>images/items/tome.html</link><guid isPermaLink="false">Images/Items/Tome.png</guid><pubDate>Thu, 28 Aug 2025 17:18:12 GMT</pubDate><enclosure url="images/items/tome.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/tome.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Ablassbeutel]]></title><description><![CDATA[<img src="images/items/ablassbeutel.png" target="_self">]]></description><link>images/items/ablassbeutel.html</link><guid isPermaLink="false">Images/Items/Ablassbeutel.png</guid><pubDate>Thu, 28 Aug 2025 17:14:58 GMT</pubDate><enclosure url="images/items/ablassbeutel.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/ablassbeutel.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[README]]></title><description><![CDATA[This layout was created by the fabulous <a data-tooltip-position="top" aria-label="https://github.com/fredben78" rel="noopener nofollow" class="external-link is-unresolved" href="https://github.com/fredben78" target="_self">Fredben</a>.
<br>Download the <a class="internal-link" data-href="OSE_EN.json" href="greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/fantasy-statblocks/ose_en.html" target="_self" rel="noopener nofollow">OSE_EN.json</a>
Go to Fantasy Statblocks Settings'
Go to the Layout navigator
Select Import
Select the OSE_En.json file.
If successful, The Old School Essentials layout will appear in your list of layouts. Use the following codeblock below to create your Statblock entry. ```statblocks
name: layout: OSE_en
subtype:
image:
ac: ()
hit_dice: D8
thaco:
speed: ' (')
jds: [,,,,,]
moral: alignement:
xp: nbr: 1d4
nbr_dj: 1d4
loot: [[2. Treasure Types|]]
hp: 3
roll_jds: 1d20
roll-moral: 2d6
traits: - name: desc: - name: desc: - name: desc: - name: desc:
actions: - name: desc: D20 to hit, 2 (1d3) - name: desc: D20 to hit, 2 (1d3) source: OSE
```
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/fantasy-statblocks/readme.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/Fantasy-Statblocks/README.md</guid><pubDate>Thu, 28 Aug 2025 17:07:15 GMT</pubDate></item><item><title><![CDATA[Der Alchemist]]></title><description><![CDATA[Beschreibung <img alt="Untoter_Alchemist.png" src="images/creatures/untoter_alchemist.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: untot
Status: tot
Gruppierung: -
<br>Beschreibung: Der Alchemist ist wohl durch seine Arbeit am <a data-href="Miasma" href="greyhawk/das-geheimnis-von-saltmarsh/geschichten/miasma.html" class="internal-link" target="_self" rel="noopener nofollow">Miasma</a> nach seinem Ableben als Untoter wiederauferstanden. Wir trafen ihn zu einem finalen Endkampf in seinem Studierzimmer im Untergeschoss der <a data-tooltip-position="top" aria-label="Verlassene Villa" data-href="Verlassene Villa" href="greyhawk/das-geheimnis-von-saltmarsh/orte/verlassene-villa.html" class="internal-link" target="_self" rel="noopener nofollow">verlassenen Villa</a> Hintergrund
Der Alchemist hat es durch seine Forschung geschafft, das von den Hexen erschaffene Miasma in eine Flüssigkeit zu destillieren, die sich in Flaschen abfüllen liess, um die Krankheit noch weiter in das Land tragen zu können.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/monster/der-alchemist.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Monster/Der Alchemist.md</guid><pubDate>Thu, 28 Aug 2025 16:56:13 GMT</pubDate><enclosure url="images/creatures/untoter_alchemist.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/untoter_alchemist.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Haunted_House]]></title><description><![CDATA[<img src="images/scenes/haunted_house.png" target="_self">]]></description><link>images/scenes/haunted_house.html</link><guid isPermaLink="false">Images/Scenes/Haunted_House.png</guid><pubDate>Thu, 28 Aug 2025 16:31:56 GMT</pubDate><enclosure url="images/scenes/haunted_house.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/scenes/haunted_house.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[2025-1 Versunkenes Schiff]]></title><description><![CDATA[<img alt="Gesunkenes_Schiff.png" src="images/maps/gesunkenes_schiff.png" target="_self" style="width: 350px; max-width: 100%;">{CONTENT}{CONTENT}<br><img alt="Geisterschiff.jpg" src="images/maps/geisterschiff.jpg" target="_self">22 Wheelsun 578Wir organisierten ein Boot um an das Schiff kommen, wir kamen zur Tide zum<br>
<a data-href="Geisterschiff" href="greyhawk/das-geheimnis-von-saltmarsh/orte/geisterschiff.html" class="internal-link" target="_self" rel="noopener nofollow">Geisterschiff</a> und sahen nur die Spitze des Masts.<br><img alt="Geisterschiff_1.jpg" src="images/maps/geisterschiff_1.jpg" target="_self" style="width: 400px; max-width: 100%;">Dataview: No results to show for table query.]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/sessions/2025-1-versunkenes-schiff.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Sessions/2025-1 Versunkenes Schiff.md</guid><pubDate>Invalid Date</pubDate><enclosure url="images/maps/gesunkenes_schiff.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/gesunkenes_schiff.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Geisterschiff]]></title><description><![CDATA[<img src="images/maps/geisterschiff.jpg" target="_self">]]></description><link>images/maps/geisterschiff.html</link><guid isPermaLink="false">Images/Maps/Geisterschiff.jpg</guid><pubDate>Thu, 28 Aug 2025 12:10:58 GMT</pubDate><enclosure url="images/maps/geisterschiff.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/geisterschiff.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Grotto_Sea_Hag]]></title><description><![CDATA[<img src="images/maps/grotto_sea_hag.jpg" target="_self">]]></description><link>images/maps/grotto_sea_hag.html</link><guid isPermaLink="false">Images/Maps/Grotto_Sea_Hag.jpg</guid><pubDate>Thu, 28 Aug 2025 11:32:08 GMT</pubDate><enclosure url="images/maps/grotto_sea_hag.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotto_sea_hag.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Session Template]]></title><description><![CDATA[-{CONTENT}{CONTENT}{CONTENT}Dataview: No results to show for table query.]]></description><link>templates/session-template.html</link><guid isPermaLink="false">templates/Session Template.md</guid><pubDate>Thu, 28 Aug 2025 11:11:29 GMT</pubDate></item><item><title><![CDATA[Coins]]></title><description><![CDATA[<img src="images/items/coins.png" target="_self">]]></description><link>images/items/coins.html</link><guid isPermaLink="false">Images/Items/Coins.png</guid><pubDate>Thu, 28 Aug 2025 09:55:31 GMT</pubDate><enclosure url="images/items/coins.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/coins.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Item Template]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Magisch: false
Eigentümer: -
Questgegenstand: false
Beschreibung: {CONTENT} Hintergrund
{CONTENT}
Verbundene Quest oder Personen
{CONTENT}
Erscheint in
Dataview: No results to show for table query.
]]></description><link>templates/item-template.html</link><guid isPermaLink="false">templates/Item Template.md</guid><pubDate>Thu, 28 Aug 2025 09:43:58 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Coin_Die_Stamp]]></title><description><![CDATA[<img src="images/items/coin_die_stamp.png" target="_self">]]></description><link>images/items/coin_die_stamp.html</link><guid isPermaLink="false">Images/Items/Coin_Die_Stamp.png</guid><pubDate>Thu, 28 Aug 2025 09:32:19 GMT</pubDate><enclosure url="images/items/coin_die_stamp.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/items/coin_die_stamp.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Firion]]></title><description><![CDATA[Beschreibung <img alt="Firion.png" src="images/pc/firion.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: jung
Beschreibung: {CONTENT}
Gesinnung: {CONTENT} Hintergrund
...
Attribute
...
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/party/firion.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Party/Firion.md</guid><pubDate>Thu, 28 Aug 2025 09:15:06 GMT</pubDate><enclosure url="images/pc/firion.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/firion.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Loragella]]></title><description><![CDATA[Beschreibung <img alt="Loragella.png" src="images/pc/loragella.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: jung
Beschreibung: Dieb Stufe ???
Gesinnung: ??? Hintergrund
...
Attribute
...
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/party/loragella.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Party/Loragella.md</guid><pubDate>Thu, 28 Aug 2025 09:14:17 GMT</pubDate><enclosure url="images/pc/loragella.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/loragella.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Runa]]></title><description><![CDATA[Beschreibung <img alt="Runa.png" src="images/pc/runa.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: jung
Beschreibung: Mönch Stufe ???
Gesinnung: Neutral Hintergrund
...
Attribute
...
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/party/runa.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Party/Runa.md</guid><pubDate>Thu, 28 Aug 2025 09:13:49 GMT</pubDate><enclosure url="images/pc/runa.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/runa.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Loragella]]></title><description><![CDATA[<img src="images/pc/loragella.png" target="_self">]]></description><link>images/pc/loragella.html</link><guid isPermaLink="false">Images/PC/Loragella.png</guid><pubDate>Thu, 28 Aug 2025 09:11:32 GMT</pubDate><enclosure url="images/pc/loragella.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/loragella.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Runa]]></title><description><![CDATA[<img src="images/pc/runa.png" target="_self">]]></description><link>images/pc/runa.html</link><guid isPermaLink="false">Images/PC/Runa.png</guid><pubDate>Thu, 28 Aug 2025 09:07:43 GMT</pubDate><enclosure url="images/pc/runa.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/runa.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Firion]]></title><description><![CDATA[<img src="images/pc/firion.png" target="_self">]]></description><link>images/pc/firion.html</link><guid isPermaLink="false">Images/PC/Firion.png</guid><pubDate>Thu, 28 Aug 2025 09:02:49 GMT</pubDate><enclosure url="images/pc/firion.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/firion.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Conan]]></title><description><![CDATA[Beschreibung <img alt="Conan.png" src="images/pc/conan.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: jung
Beschreibung: Kämpfer Stufe ???
Gesinnung: chaotisch-gut Hintergrund
...
Attribute
...
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/party/conan.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Party/Conan.md</guid><pubDate>Thu, 28 Aug 2025 08:52:02 GMT</pubDate><enclosure url="images/pc/conan.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/conan.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Character Template]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Beschreibung: {CONTENT}
Gesinnung: {CONTENT} Hintergrund
...
Attribute
...
Erscheint in
Dataview: No results to show for table query.
]]></description><link>templates/character-template.html</link><guid isPermaLink="false">templates/Character Template.md</guid><pubDate>Thu, 28 Aug 2025 08:49:53 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Conan]]></title><description><![CDATA[<img src="images/pc/conan.png" target="_self">]]></description><link>images/pc/conan.html</link><guid isPermaLink="false">Images/PC/Conan.png</guid><pubDate>Thu, 28 Aug 2025 08:46:34 GMT</pubDate><enclosure url="images/pc/conan.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/conan.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gellan Erstwasser]]></title><description><![CDATA[Beschreibung <img alt="Gellan.png" src="images/npc/gellan.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: mittel
Status: lebend
Gruppierung: Traditionalisten
Beschreibung: Reeder und Fischer Hintergrund
{CONTENT}
Erscheint in
Dataview: No results to show for table query.
]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/gellan-erstwasser.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Gellan Erstwasser.md</guid><pubDate>Wed, 27 Aug 2025 08:04:37 GMT</pubDate><enclosure url="images/npc/gellan.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/gellan.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gellan]]></title><description><![CDATA[<img src="images/npc/gellan.png" target="_self">]]></description><link>images/npc/gellan.html</link><guid isPermaLink="false">Images/NPC/Gellan.png</guid><pubDate>Wed, 27 Aug 2025 08:02:35 GMT</pubDate><enclosure url="images/npc/gellan.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/gellan.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Winston]]></title><description><![CDATA[Beschreibung <img alt="Winston.png" src="images/npc/winston.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: mittel
Status: lebend
Gruppierung: -
Beschreibung: Inhaber des Gemischtwarenladens in Saltmarsh, wobei Winston scheinbar ¨spezielle¨ Kontakte hat um auch exotische Gegenstände, für den richtigen Preis, zu beschaffen. Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/winston.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Winston.md</guid><pubDate>Wed, 27 Aug 2025 07:59:21 GMT</pubDate><enclosure url="images/npc/winston.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/winston.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Ingo]]></title><description><![CDATA[<img src="images/npc/ingo.png" target="_self">]]></description><link>images/npc/ingo.html</link><guid isPermaLink="false">Images/NPC/Ingo.png</guid><pubDate>Wed, 27 Aug 2025 07:52:43 GMT</pubDate><enclosure url="images/npc/ingo.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ingo.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Eliander Feuerborn]]></title><description><![CDATA[Beschreibung <img alt="Eliander.png" src="images/npc/eliander.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: älter
Status: lebend
Gruppierung: Loyalisten
Beschreibung: Läuft auf einem Holzbein, Narben im Gesicht, stur und loyal Hintergrund
Kommandant der Stadtwache
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/eliander-feuerborn.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Eliander Feuerborn.md</guid><pubDate>Wed, 27 Aug 2025 07:33:41 GMT</pubDate><enclosure url="images/npc/eliander.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/eliander.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Eliander]]></title><description><![CDATA[<img src="images/npc/eliander.png" target="_self">]]></description><link>images/npc/eliander.html</link><guid isPermaLink="false">Images/NPC/Eliander.png</guid><pubDate>Wed, 27 Aug 2025 07:32:37 GMT</pubDate><enclosure url="images/npc/eliander.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/eliander.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Story Template]]></title><description><![CDATA[{CONTENT}{CONTENT}Dataview: No results to show for table query.Erscheint in
Dataview: No results to show for table query.
]]></description><link>templates/story-template.html</link><guid isPermaLink="false">templates/Story Template.md</guid><pubDate>Tue, 26 Aug 2025 22:01:35 GMT</pubDate></item><item><title><![CDATA[NPC Template]]></title><description><![CDATA[Beschreibung <img alt="default_portrait.png" src="images/npc/default_portrait.png" target="_self" style="width: 300px; max-width: 100%;">
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Beschreibung: {CONTENT} Hintergrund
{CONTENT}
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]]></description><link>templates/npc-template.html</link><guid isPermaLink="false">templates/NPC Template.md</guid><pubDate>Tue, 26 Aug 2025 22:01:26 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Leaflet Template]]></title><description><![CDATA[Quick Calculator Map Height in Pixels: [META_BIND] This folder has been excluded in the settings
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xmlns="http://www.w3.org/2000/svg" viewBox="0 0 448 512"><path fill="currentColor" d="M433.941 129.941l-83.882-83.882A48 48 0 0 0 316.118 32H48C21.49 32 0 53.49 0 80v352c0 26.51 21.49 48 48 48h352c26.51 0 48-21.49 48-48V163.882a48 48 0 0 0-14.059-33.941zM224 416c-35.346 0-64-28.654-64-64 0-35.346 28.654-64 64-64s64 28.654 64 64c0 35.346-28.654 64-64 64zm96-304.52V212c0 6.627-5.373 12-12 12H76c-6.627 0-12-5.373-12-12V108c0-6.627 5.373-12 12-12h228.52c3.183 0 6.235 1.264 8.485 3.515l3.48 3.48A11.996 11.996 0 0 1 320 111.48z"></path></svg></a><a href="https://leafletjs.com" title="A JS library for interactive maps" target="_self" class="is-unresolved">Leaflet</a>]]></description><link>templates/leaflet-template.html</link><guid isPermaLink="false">templates/Leaflet Template.md</guid><pubDate>Tue, 26 Aug 2025 22:01:02 GMT</pubDate></item><item><title><![CDATA[Ferrin Castilar]]></title><description><![CDATA[Beschreibung <img alt="Ferrin.png" src="images/npc/ferrin.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: lebend
Gruppierung: Obad-Hai
Beschreibung: Der Hüter und Druide des Hains in Saltmarsh Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/ferrin-castilar.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Ferrin Castilar.md</guid><pubDate>Tue, 26 Aug 2025 21:41:16 GMT</pubDate><enclosure url="images/npc/ferrin.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ferrin.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Magastos]]></title><description><![CDATA[Beschreibung <img alt="Magastos.png" src="images/npc/magastos.png" target="_self" style="width: 400px; max-width: 100%;">
Alter: -
Status: tot
Gruppierung: -
<br>Beschreibung: Ehemals Lehrling von <a data-href="Keledek der Unerwähnte" href="greyhawk/das-geheimnis-von-saltmarsh/leute/keledek-der-unerwähnte.html" class="internal-link" target="_self" rel="noopener nofollow">Keledek der Unerwähnte</a>. Verstarb bei der Untersuchung eines Spruchbuches im Turm von Keledek Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/magastos.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Magastos.md</guid><pubDate>Tue, 26 Aug 2025 20:24:49 GMT</pubDate><enclosure url="images/npc/magastos.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/magastos.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Manistrat Kupferlocke]]></title><description><![CDATA[Beschreibung <img alt="Manistrad_2.png" src="images/npc/manistrad_2.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: lebend
Gruppierung: Königliche Minengesellschaft
Beschreibung: {CONTENT} Hintergrund
{CONTENT}
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/manistrat-kupferlocke.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Manistrat Kupferlocke.md</guid><pubDate>Tue, 26 Aug 2025 20:24:44 GMT</pubDate><enclosure url="images/npc/manistrad_2.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/manistrad_2.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Fenmarel Mestarine]]></title><description><![CDATA[Beschreibung <img alt="Fenmarel.png" src="images/npc/fenmarel.png" target="_self" style="width: 300px; max-width: 100%;">
Status: Gottheit
Gruppierung: Fenmarel
Beschreibung: Fenmarel Mestarine ist der Elfengott der Ausgestoßenen und der Isolation. Hintergrund
Fenmarel Mestarine ist eine ewig ernste und mürrische Gottheit, und damit das perfekte Gegengewicht zu Erevan Ilesere. Fenmarel hat absolut kein Interesse an anderen Pantheons oder anderen Völkern als den Elfen und wenn er doch einmal das Wort an sie richten muss, ist er bitter und zynisch.
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/fenmarel-mestarine.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Fenmarel Mestarine.md</guid><pubDate>Tue, 26 Aug 2025 20:24:31 GMT</pubDate><enclosure url="images/npc/fenmarel.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/fenmarel.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Iuz]]></title><description><![CDATA[Beschreibung <img alt="Symbol_Iuz.gif" src="images/npc/symbol_iuz.gif" target="_self">
Status: Gottheit
Gruppierung: Iuz
Beschreibung: Herrscher über die Lande von Iuz, Halbgott Hintergrund
Iuz ist der Halbgott des Betrugs, des Bösen, der Unterdrückung, des Schmerzes und der Schlechtigkeit. Iuz wird unter anderem auch "der Alte" und "der Alte Böse" genannt. Er herrscht über einen großen Teil der Flanaess, der als das Reich von Iuz bekannt ist. Sein Symbol ist ein grinsender menschlicher Schädel, oder ein menschlicher Schädel mit blutroten Augen.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/iuz.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Iuz.md</guid><pubDate>Tue, 26 Aug 2025 20:24:28 GMT</pubDate><enclosure url="images/npc/symbol_iuz.gif" length="0" type="image/gif"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/symbol_iuz.gif&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Krag]]></title><description><![CDATA[Beschreibung <img alt="Krag.png" src="images/npc/krag.png" target="_self" style="width: 300px; max-width: 100%;">
Alter: -
Status: lebend
Gruppierung: Procan
<br>Beschreibung: Krag ist der Totengräber und Friedhofswärter in Saltmarsh. Er arbeitet mit <a data-href="Wellgar Brinehanded" href="greyhawk/das-geheimnis-von-saltmarsh/leute/wellgar-brinehanded.html" class="internal-link" target="_self" rel="noopener nofollow">Wellgar Brinehanded</a> zusammen. Hintergrund
Krag ist eine Art Historiker, spezialisiert in der Geschichte von Saltmarsh. Er unterhält eine ausführliche Sammlung von Werken über die Historie der Stadt und ihrer Umgebung.
Erscheint in ]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/krag.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Krag.md</guid><pubDate>Tue, 26 Aug 2025 20:23:32 GMT</pubDate><enclosure url="images/npc/krag.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/krag.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Wellgar]]></title><description><![CDATA[<img src="images/npc/wellgar.png" target="_self">]]></description><link>images/npc/wellgar.html</link><guid isPermaLink="false">Images/NPC/Wellgar.png</guid><pubDate>Tue, 26 Aug 2025 20:14:55 GMT</pubDate><enclosure url="images/npc/wellgar.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/wellgar.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Krag]]></title><description><![CDATA[<img src="images/npc/krag.png" target="_self">]]></description><link>images/npc/krag.html</link><guid isPermaLink="false">Images/NPC/Krag.png</guid><pubDate>Tue, 26 Aug 2025 20:08:57 GMT</pubDate><enclosure url="images/npc/krag.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/krag.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Malekastos]]></title><description><![CDATA[Beschreibung <img alt="Vroc.png" src="images/creatures/vroc.png" target="_self" style="width: 300px; max-width: 100%;">
Status: lebend
Gruppierung: Dämonen
Beschreibung: Vrock sind Dämonen und dienen als Elite-Kampftruppen im Blutkrieg. Ein Vrock sieht aus wie eine Kreuzung zwischen einem großen Menschen und einem Geier, mit starken, sehnigen Gliedmaßen, die mit feinen grauen Federn bedeckt sind; langen Hälsen und Geierköpfen; und groseen Krallen und einem Schnabel. Hintergrund
{CONTENT}
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Alter: -
Status: lebend
Gruppierung: -
Beschreibung: Wirt der Taverne zum Leeren Netz in Saltmarsh Hintergrund
{CONTENT}
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]]></description><link>greyhawk/das-geheimnis-von-saltmarsh/leute/kreb-shenker.html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/Leute/Kreb Shenker.md</guid><pubDate>Tue, 26 Aug 2025 19:54:01 GMT</pubDate><enclosure url="images/npc/kreb_shenker.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/kreb_shenker.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[default_portrait]]></title><description><![CDATA[<img src="images/npc/default_portrait.png" target="_self">]]></description><link>images/npc/default_portrait.html</link><guid isPermaLink="false">Images/NPC/default_portrait.png</guid><pubDate>Tue, 26 Aug 2025 18:27:01 GMT</pubDate><enclosure url="images/npc/default_portrait.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/default_portrait.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Fenmarel]]></title><description><![CDATA[<img src="images/npc/fenmarel.png" target="_self">]]></description><link>images/npc/fenmarel.html</link><guid isPermaLink="false">Images/NPC/Fenmarel.png</guid><pubDate>Tue, 26 Aug 2025 18:16:20 GMT</pubDate><enclosure url="images/npc/fenmarel.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/fenmarel.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Xendros]]></title><description><![CDATA[<img src="images/npc/xendros.png" target="_self">]]></description><link>images/npc/xendros.html</link><guid isPermaLink="false">Images/NPC/Xendros.png</guid><pubDate>Tue, 26 Aug 2025 18:00:40 GMT</pubDate><enclosure url="images/npc/xendros.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/xendros.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Kreb_Shenker]]></title><description><![CDATA[<img src="images/npc/kreb_shenker.png" target="_self">]]></description><link>images/npc/kreb_shenker.html</link><guid isPermaLink="false">Images/NPC/Kreb_Shenker.png</guid><pubDate>Tue, 26 Aug 2025 17:56:22 GMT</pubDate><enclosure url="images/npc/kreb_shenker.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/kreb_shenker.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Eufenia_Waterbeaver]]></title><description><![CDATA[<img src="images/npc/eufenia_waterbeaver.png" target="_self">]]></description><link>images/npc/eufenia_waterbeaver.html</link><guid isPermaLink="false">Images/NPC/Eufenia_Waterbeaver.png</guid><pubDate>Tue, 26 Aug 2025 17:53:56 GMT</pubDate><enclosure url="images/npc/eufenia_waterbeaver.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/eufenia_waterbeaver.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Keledek]]></title><description><![CDATA[<img src="images/npc/keledek.png" target="_self">]]></description><link>images/npc/keledek.html</link><guid isPermaLink="false">Images/NPC/Keledek.png</guid><pubDate>Tue, 26 Aug 2025 17:42:25 GMT</pubDate><enclosure url="images/npc/keledek.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/keledek.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Magastos]]></title><description><![CDATA[<img src="images/npc/magastos.png" target="_self">]]></description><link>images/npc/magastos.html</link><guid isPermaLink="false">Images/NPC/Magastos.png</guid><pubDate>Tue, 26 Aug 2025 17:40:37 GMT</pubDate><enclosure url="images/npc/magastos.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/magastos.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Symbol_Iuz]]></title><description><![CDATA[<img src="images/npc/symbol_iuz.gif" target="_self">]]></description><link>images/npc/symbol_iuz.html</link><guid isPermaLink="false">Images/NPC/Symbol_Iuz.gif</guid><pubDate>Tue, 26 Aug 2025 16:02:08 GMT</pubDate><enclosure url="images/npc/symbol_iuz.gif" length="0" type="image/gif"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/symbol_iuz.gif&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gesunkenes_Schiff]]></title><description><![CDATA[<img src="images/maps/gesunkenes_schiff.png" target="_self">]]></description><link>images/maps/gesunkenes_schiff.html</link><guid isPermaLink="false">Images/Maps/Gesunkenes_Schiff.png</guid><pubDate>Tue, 26 Aug 2025 12:32:29 GMT</pubDate><enclosure url="images/maps/gesunkenes_schiff.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/gesunkenes_schiff.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Untoter_Alchemist]]></title><description><![CDATA[<img src="images/creatures/untoter_alchemist.png" target="_self">]]></description><link>images/creatures/untoter_alchemist.html</link><guid isPermaLink="false">Images/Creatures/Untoter_Alchemist.png</guid><pubDate>Tue, 26 Aug 2025 12:30:05 GMT</pubDate><enclosure url="images/creatures/untoter_alchemist.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/untoter_alchemist.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Charakterblatt_2e__JUPPSEN-250826 BACKUP]]></title><link>pdf/charakterblatt_2e__juppsen-250826-backup.html</link><guid isPermaLink="false">PDF/Charakterblatt_2e__JUPPSEN-250826 BACKUP.pdf</guid><pubDate>Tue, 26 Aug 2025 12:16:10 GMT</pubDate></item><item><title><![CDATA[Charakterblatt_2e__JUPPSEN-250826]]></title><link>pdf/charakterblatt_2e__juppsen-250826.html</link><guid isPermaLink="false">PDF/Charakterblatt_2e__JUPPSEN-250826.pdf</guid><pubDate>Tue, 26 Aug 2025 11:00:06 GMT</pubDate></item><item><title><![CDATA[Lady_Belle]]></title><description><![CDATA[<img src="images/knowledge/lady_belle.png" target="_self">]]></description><link>images/knowledge/lady_belle.html</link><guid isPermaLink="false">Images/Knowledge/Lady_Belle.png</guid><pubDate>Tue, 26 Aug 2025 10:10:39 GMT</pubDate><enclosure url="images/knowledge/lady_belle.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/knowledge/lady_belle.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[M1B_Exploration]]></title><description><![CDATA[<img src="images/maps/m1b_exploration.png" target="_self">]]></description><link>images/maps/m1b_exploration.html</link><guid isPermaLink="false">Images/Maps/M1B_Exploration.png</guid><pubDate>Tue, 26 Aug 2025 10:05:49 GMT</pubDate><enclosure url="images/maps/m1b_exploration.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1b_exploration.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[M1B_Fight]]></title><description><![CDATA[<img src="images/maps/m1b_fight.png" target="_self">]]></description><link>images/maps/m1b_fight.html</link><guid isPermaLink="false">Images/Maps/M1B_Fight.png</guid><pubDate>Tue, 26 Aug 2025 10:04:33 GMT</pubDate><enclosure url="images/maps/m1b_fight.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1b_fight.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Keledek]]></title><description><![CDATA[<img src="images/npc/keledek.jpg" target="_self">]]></description><link>images/npc/keledek.html</link><guid isPermaLink="false">Images/NPC/Keledek.jpg</guid><pubDate>Mon, 25 Aug 2025 22:32:28 GMT</pubDate><enclosure url="images/npc/keledek.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/keledek.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[session_6_maps]]></title><description><![CDATA[<img src="images/maps/session_6_maps.png" target="_self">]]></description><link>images/maps/session_6_maps.html</link><guid isPermaLink="false">Images/Maps/session_6_maps.png</guid><pubDate>Mon, 25 Aug 2025 20:25:56 GMT</pubDate><enclosure url="images/maps/session_6_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_6_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Manistrad_2]]></title><description><![CDATA[<img src="images/npc/manistrad_2.png" target="_self">]]></description><link>images/npc/manistrad_2.html</link><guid isPermaLink="false">Images/NPC/Manistrad_2.png</guid><pubDate>Mon, 25 Aug 2025 20:11:07 GMT</pubDate><enclosure url="images/npc/manistrad_2.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/manistrad_2.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Manistrad]]></title><description><![CDATA[<img src="images/npc/manistrad.png" target="_self">]]></description><link>images/npc/manistrad.html</link><guid isPermaLink="false">Images/NPC/Manistrad.png</guid><pubDate>Mon, 25 Aug 2025 20:09:31 GMT</pubDate><enclosure url="images/npc/manistrad.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/manistrad.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Reginald_the_First]]></title><description><![CDATA[<img src="images/creatures/reginald_the_first.png" target="_self">]]></description><link>images/creatures/reginald_the_first.html</link><guid isPermaLink="false">Images/Creatures/Reginald_the_First.png</guid><pubDate>Mon, 25 Aug 2025 20:06:51 GMT</pubDate><enclosure url="images/creatures/reginald_the_first.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/reginald_the_first.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[session_3_maps]]></title><description><![CDATA[<img src="images/maps/session_3_maps.png" target="_self">]]></description><link>images/maps/session_3_maps.html</link><guid isPermaLink="false">Images/Maps/session_3_maps.png</guid><pubDate>Mon, 25 Aug 2025 19:59:24 GMT</pubDate><enclosure url="images/maps/session_3_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_3_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Loragella_2]]></title><description><![CDATA[<img src="images/pc/loragella_2.png" target="_self">]]></description><link>images/pc/loragella_2.html</link><guid isPermaLink="false">Images/PC/Loragella_2.png</guid><pubDate>Mon, 25 Aug 2025 19:45:18 GMT</pubDate><enclosure url="images/pc/loragella_2.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/pc/loragella_2.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[session_2_maps]]></title><description><![CDATA[<img src="images/maps/session_2_maps.png" target="_self">]]></description><link>images/maps/session_2_maps.html</link><guid isPermaLink="false">Images/Maps/session_2_maps.png</guid><pubDate>Mon, 25 Aug 2025 19:39:04 GMT</pubDate><enclosure url="images/maps/session_2_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_2_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[M1B]]></title><description><![CDATA[<img src="images/maps/m1b.png" target="_self">]]></description><link>images/maps/m1b.html</link><guid isPermaLink="false">Images/Maps/M1B.png</guid><pubDate>Mon, 25 Aug 2025 18:03:27 GMT</pubDate><enclosure url="images/maps/m1b.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1b.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[M1]]></title><description><![CDATA[<img src="images/maps/m1.png" target="_self">]]></description><link>images/maps/m1.html</link><guid isPermaLink="false">Images/Maps/M1.png</guid><pubDate>Mon, 25 Aug 2025 18:00:05 GMT</pubDate><enclosure url="images/maps/m1.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[M1A]]></title><description><![CDATA[<img src="images/maps/m1a.png" target="_self">]]></description><link>images/maps/m1a.html</link><guid isPermaLink="false">Images/Maps/M1A.png</guid><pubDate>Mon, 25 Aug 2025 17:58:50 GMT</pubDate><enclosure url="images/maps/m1a.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1a.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[M1C]]></title><description><![CDATA[<img src="images/maps/m1c.png" target="_self">]]></description><link>images/maps/m1c.html</link><guid isPermaLink="false">Images/Maps/M1C.png</guid><pubDate>Mon, 25 Aug 2025 17:57:44 GMT</pubDate><enclosure url="images/maps/m1c.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/m1c.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[session_1_maps]]></title><description><![CDATA[<img src="images/maps/session_1_maps.png" target="_self">]]></description><link>images/maps/session_1_maps.html</link><guid isPermaLink="false">Images/Maps/session_1_maps.png</guid><pubDate>Mon, 25 Aug 2025 16:24:13 GMT</pubDate><enclosure url="images/maps/session_1_maps.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/session_1_maps.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Map - Regional map of Lampoteuo]]></title><description><![CDATA[<img src="images/maps/map-regional-map-of-lampoteuo.jpg" target="_self">]]></description><link>images/maps/map-regional-map-of-lampoteuo.html</link><guid isPermaLink="false">Images/Maps/Map - Regional map of Lampoteuo.jpg</guid><pubDate>Mon, 25 Aug 2025 16:02:33 GMT</pubDate><enclosure url="." length="0" type="false"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;.&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[saltmarsh_unnumbered]]></title><description><![CDATA[<img src="images/maps/saltmarsh_unnumbered.jpg" target="_self">]]></description><link>images/maps/saltmarsh_unnumbered.html</link><guid isPermaLink="false">Images/Maps/saltmarsh_unnumbered.jpg</guid><pubDate>Mon, 25 Aug 2025 15:58:37 GMT</pubDate><enclosure url="images/maps/saltmarsh_unnumbered.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/saltmarsh_unnumbered.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Saltmarsh_Environs]]></title><description><![CDATA[<img src="images/maps/saltmarsh_environs.jpg" target="_self">]]></description><link>images/maps/saltmarsh_environs.html</link><guid isPermaLink="false">Images/Maps/Saltmarsh_Environs.jpg</guid><pubDate>Mon, 25 Aug 2025 15:34:35 GMT</pubDate><enclosure url="images/maps/saltmarsh_environs.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/saltmarsh_environs.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Town of Saltmarsh]]></title><description><![CDATA[<img src="images/maps/town-of-saltmarsh.png" target="_self">]]></description><link>images/maps/town-of-saltmarsh.html</link><guid isPermaLink="false">Images/Maps/Town of Saltmarsh.png</guid><pubDate>Mon, 25 Aug 2025 11:34:31 GMT</pubDate><enclosure url="." length="0" type="false"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;.&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Jahreszeiten]]></title><description><![CDATA[<img src="images/knowledge/jahreszeiten.png" target="_self">]]></description><link>images/knowledge/jahreszeiten.html</link><guid isPermaLink="false">Images/Knowledge/Jahreszeiten.png</guid><pubDate>Mon, 25 Aug 2025 10:38:14 GMT</pubDate><enclosure url="images/knowledge/jahreszeiten.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/knowledge/jahreszeiten.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Villa_2]]></title><description><![CDATA[<img src="images/maps/villa_2.jpg" target="_self">]]></description><link>images/maps/villa_2.html</link><guid isPermaLink="false">Images/Maps/Villa_2.jpg</guid><pubDate>Sat, 26 Jul 2025 18:53:12 GMT</pubDate><enclosure url="images/maps/villa_2.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/villa_2.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Eufenia_Waterbeaver]]></title><description><![CDATA[<img src="images/npc/eufenia_waterbeaver.jpg" target="_self">]]></description><link>images/npc/eufenia_waterbeaver.html</link><guid isPermaLink="false">Images/NPC/Eufenia_Waterbeaver.jpg</guid><pubDate>Mon, 07 Jul 2025 10:53:59 GMT</pubDate><enclosure url="images/npc/eufenia_waterbeaver.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/eufenia_waterbeaver.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Ferrin]]></title><description><![CDATA[<img src="images/npc/ferrin.png" target="_self">]]></description><link>images/npc/ferrin.html</link><guid isPermaLink="false">Images/NPC/Ferrin.png</guid><pubDate>Mon, 07 Jul 2025 10:53:59 GMT</pubDate><enclosure url="images/npc/ferrin.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/ferrin.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Winston]]></title><description><![CDATA[<img src="images/npc/winston.png" target="_self">]]></description><link>images/npc/winston.html</link><guid isPermaLink="false">Images/NPC/Winston.png</guid><pubDate>Mon, 07 Jul 2025 10:53:59 GMT</pubDate><enclosure url="images/npc/winston.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/npc/winston.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[gnoll hunter]]></title><description><![CDATA[<img src="images/creatures/gnoll-hunter.png" target="_self">]]></description><link>images/creatures/gnoll-hunter.html</link><guid isPermaLink="false">Images/Creatures/gnoll hunter.png</guid><pubDate>Mon, 07 Jul 2025 10:53:54 GMT</pubDate><enclosure url="." length="0" type="false"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;.&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Gnoll]]></title><description><![CDATA[<img src="images/creatures/gnoll.png" target="_self">]]></description><link>images/creatures/gnoll.html</link><guid isPermaLink="false">Images/Creatures/Gnoll.png</guid><pubDate>Mon, 07 Jul 2025 10:53:53 GMT</pubDate><enclosure url="images/creatures/gnoll.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/gnoll.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Vroc]]></title><description><![CDATA[<img src="images/creatures/vroc.png" target="_self">]]></description><link>images/creatures/vroc.html</link><guid isPermaLink="false">Images/Creatures/Vroc.png</guid><pubDate>Mon, 07 Jul 2025 10:53:53 GMT</pubDate><enclosure url="images/creatures/vroc.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/vroc.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[mule]]></title><description><![CDATA[<img src="images/creatures/mule.png" target="_self">]]></description><link>images/creatures/mule.html</link><guid isPermaLink="false">Images/Creatures/mule.png</guid><pubDate>Mon, 07 Jul 2025 10:53:52 GMT</pubDate><enclosure url="images/creatures/mule.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/mule.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[TKNcarcass-crawler]]></title><description><![CDATA[<img src="images/creatures/tkncarcass-crawler.png" target="_self">]]></description><link>images/creatures/tkncarcass-crawler.html</link><guid isPermaLink="false">Images/Creatures/TKNcarcass-crawler.png</guid><pubDate>Mon, 07 Jul 2025 10:51:48 GMT</pubDate><enclosure url="images/creatures/tkncarcass-crawler.png" length="0" type="image/png"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/creatures/tkncarcass-crawler.png&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Villa_1]]></title><description><![CDATA[<img src="images/maps/villa_1.jpg" target="_self">]]></description><link>images/maps/villa_1.html</link><guid isPermaLink="false">Images/Maps/Villa_1.jpg</guid><pubDate>Sat, 18 Jan 2025 18:29:51 GMT</pubDate><enclosure url="images/maps/villa_1.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/villa_1.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Geisterschiff_1]]></title><description><![CDATA[<img src="images/maps/geisterschiff_1.jpg" target="_self">]]></description><link>images/maps/geisterschiff_1.html</link><guid isPermaLink="false">Images/Maps/Geisterschiff_1.jpg</guid><pubDate>Sat, 09 Nov 2024 19:19:29 GMT</pubDate><enclosure url="images/maps/geisterschiff_1.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/geisterschiff_1.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[0. Player Characters]]></title><description><![CDATA[
Game Statistics: Player characters are described, in game terms, by a set of statistics that define their abilities, strengths, and weaknesses in the game world.
Creating a Character: To create a character, you'll first need a character sheet—a sheet of paper on which to record all information about the new character.
Ability Scores: A character's score in each ability determines whether they have any bonuses or penalties associated with various actions in the game.
Alignment: All beings, whether PCs, NPCs, or monsters, adhere to one of three philosophies or spheres of behavior, known as alignments.
Languages: The native languages a player character speaks are determined by the character's class.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/0.-player-characters.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/0. Player Characters.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. Game Statistics]]></title><description><![CDATA[Player characters are described, in game terms, by a set of statistics that define their abilities, strengths, and weaknesses in the game world.The fundamental physical and mental strengths and weaknesses of the character. There are six ability scores: Strength (abbreviated STR), Intelligence (INT), Wisdom (WIS), Dexterity (DEX), Constitution (CON), and Charisma (CHA). A character is ranked in each ability score by 3–18 (3 being the worst score possible and 18 the best).An adventuring profession to which the character belongs. A character’s class defines their primary abilities (see Character Classes).A character may be human or one of several demihuman species. Unless a demihuman class is selected, the character is considered human.Their experience level denotes the character’s experience as an adventurer. Characters typically start play at 1st level (the lowest level of adventurer) and can increase in level through successful adventuring. As a character goes up in level, they gain more powerful abilities, as defined by their class.Accumulated experience points track the character’s advancement in the game. The referee awards experience points after a successful adventure. The character's level increases when the character has accumulated a certain number of experience points. Each class specifies the number of experience points required to achieve each experience level.The ability score (or scores) most important to the character’s class. The character’s score in these abilities can affect the rate at which the character accumulates experience points.The character (and every other creature in the game world) is aligned with one of three cosmic principles: Law, Neutrality, or Chaos (see Alignment). This alignment determines how certain magic influences the character and should be used by the player as a guideline for role-playing the character.The character’s ability to avoid dying. The character has a maximum hit point total and a current hit point total, which are tracked separately. When a character is harmed, their current hit point total is reduced. If this number reaches 0, the character is dead! Rest or healing can restore lost hit points (see Damage, Healing, and Death), but never above the character’s maximum hit point total (this is only increased when the character increases in level).The number of dice used to determine the character’s maximum hit point total. The character’s level determines the number of Hit Dice, and their class determines the type of dice rolled (i.e., d4, d6, d8). Some classes also grant a flat bonus to hit points at certain levels.The character’s ability to avoid damage in combat. AC is determined by the character’s armor and their Dexterity score. Lower Armor Class scores are better, so bonuses decrease the character’s AC, and penalties increase it.Dual format: The equivalent ascending AC is listed in square brackets for groups using the optional rule for Ascending AC. (e.g., AC 5 [14] — an AC of 5 or 14 if using the optional rule for Ascending AC.)Unarmored AC: An unarmored character has AC 9 [10].Some groups are more familiar with an Armor Class system where higher scores are better. This system is known as Ascending Armor Class (abbreviated AAC) and works as follows:
Armor Class: When using AAC, higher scores are better. Bonuses to Armor Class increase the AAC score, and penalties decrease it.
Attack rolls: When using AAC, the procedure for resolving attack rolls involves using an attack bonus instead of a THAC0 score and attack matrix.
Note: Using Ascending Armor Class results in slightly different attack probabilities than using the traditional approach of descending AC with an attack matrix.Their class and level determine the character’s ability to hit foes in combat. The THAC0 score indicates which row of the attack matrix (see Combat Tables) to use when attacking. Lower THAC0 scores are better.Dual format: The equivalent attack bonus is listed in square brackets for groups using the optional rule for Ascending AC. (e.g., THAC0 15 [+4] — a THAC0 of 15, or an attack bonus of +4 if using the optional rule for Ascending AC.)Attacking: The procedure for making attack rolls is described in Combat.The character’s ability to avoid specific dangerous or detrimental effects. There are five saving throw categories: death (or poison), wands, paralysis (or petrification), breath attacks, and spells (or magic rods or staves). The character’s saving throw values are determined by class and level (see Saving Throws).The speed at which the character can move when exploring, traveling, or during combat. Every character has a base movement rate and an encounter movement rate (noted in parentheses). The encounter movement rate is one-third of the base movement rate. The default movement rate for characters is 120’ (40’)—a base movement rate of 120’ and an encounter movement rate of 40’.
Overland: The number of miles a character can travel in a day in the wilderness is determined by dividing their base movement rate by five.
Exploration: When exploring unknown areas of a dungeon, characters can move their base movement rate in feet per turn (10 minutes)
Finally, the character’s class denotes a set of special abilities that the character may use, including the ability to use certain types of armor and weapons and to speak one or more languages.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/1.-game-statistics.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/1. Game Statistics.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Creating a Character]]></title><description><![CDATA[To create a character, you’ll first need a character sheet—a sheet of paper on which to record all information about the new character.A selection of different character sheet PDFs is available at necroticgnome.com. These may be downloaded and printed for use in your games.Roll 3d6 in order of your character’s ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma (see Ability Scores).If you roll a character with abysmal ability scores—for example, an 8 or less in every score or a meager rating in more than one ability—the referee may allow you to discard the character and start again.Select one of the classes available (see Character Classes), bearing in mind some classes' minimum ability score requirements. The chosen class determines your character’s race—unless a demihuman class is selected, the character is human.If you wish, you may raise your character’s prime requisite of your character by lowering other (non-prime requisite) ability scores. One point may be added to a prime requisite for every two points by which an ability score is reduced. The following restrictions apply:
Only Strength, Intelligence, and Wisdom may be lowered in this way.
No score may be lowered below 9.
Some character classes may have additional constraints.
Now that your character’s ability scores are fixed, note any associated bonuses or penalties (see Ability Scores).The level progression chart for your character’s class lists your THAC0 score. This indicates your chance of hitting opponents in combat, as determined by the Attack Matrix.For quick reference, it is convenient to look up the values in the attack matrix row corresponding to the character’s THAC0 (determined by class and level) and record them on your character sheet. 1st level characters have a THAC0 of 19 [0], resulting in the attack values below.If using the optional rule for Ascending AC, record your attack bonus on your character sheet, instead of the attack matrix quick reference.Record any special abilities possessed by your character as a result of their class, as well as your character’s saving throws. If your character has a spell book, ask your referee which spells are recorded. The referee may allow you to choose.Determine your character’s hit points by rolling the die type appropriate to the chosen class. Modifiers for high or low Constitution apply (see Ability Scores). Your character always starts with at least 1 hit point, regardless of the CON modifier.If your roll for hit points comes up 1 or 2 (before applying any CON modifier), the referee may allow you to re-roll. This is to increase the survivability of 1st-level PCs.Decide whether your character is Lawful, Neutral, or Chaotic (see Alignment), and note this on your character sheet.Your character’s native languages are listed in the class description. This includes the common tongue and the character’s alignment language—see Languages. Characters with high INT may also choose additional languages from the list available in the setting.Your character starts play with 3d6 × 10 gold pieces (see Wealth). You may spend as much of this money as you wish to equip your character for adventure, consulting the equipment lists under Equipment &amp; Services.Remember: Your chosen class may restrict your use of some equipment (e.g., weapons and armor).Two factors determine your character’s Armor Class:
Armor: The armor worn determines your character’s base AC. See the equipment lists under Armor.
Dexterity: A nimble character is more difficult to attack (see Dexterity under Ability Scores).
If your character has no armor, their base AC is 9 [10].Your character begins play at 1st level with 0 XP.Finally, choose a name for your character. You are now ready for adventure!]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/2.-creating-a-character.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/2. Creating a Character.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Ability Scores]]></title><description><![CDATA[A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. The tables below list the modifiers associated with each ability score, with the effects described below.Brawn, muscle power, and physical might.
Melee: This is applied to attack and damage rolls with melee weapons.
Open doors: The chance of success with attempts to force open a stuck door (see Dungeon Adventuring).
Learning, memory, and reasoning.
Spoken languages: Denotes the number of languages the character can speak.
Literacy: Indicates the character’s ability to read and write their native languages.
Insight, common sense, and intuition.
Magic saves: Is applied to saving throws (see Saving Throws) versus magical effects. This does not typically include saves against breath attacks but may apply to any other saving throw category.
Agility, reflexes, speed, and balance.
AC: Modifies the character’s AC (a bonus lowers AC, a penalty raises it).
Missile: Applied to attack rolls (but not damage rolls) with ranged weapons.
Initiative: Modifies the character’s initiative roll if the optional rule for individual initiative is used (see Combat).
Health, stamina, and endurance.
Hit points: Applies when rolling a character’s hit points (i.e., at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of the CON modifier.
Leadership potential, personal magnetism, and physical appearance.
NPC reactions: Applies when hiring retainers and when interacting with monsters.
Max # of retainers: Determines the number of retainers a character may have at any time.
Retainer loyalty: Determines retainers’ loyalty to the character.
Each character class has one or more prime requisites—ability scores of particular importance to that class’ function. A character’s score in their prime requisites affects how quickly they gain XP.
XP modifier: Applied to all XP awarded to characters with a single prime requisite. The modifiers for classes with multiple prime requisites are noted in the class description.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/3.-ability-scores.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/3. Ability Scores.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Alignment]]></title><description><![CDATA[Alignments are cosmic principles that represent broad worldviews. All beings are categorized under three alignments: Law, Neutrality, or Chaos.Law: The belief in goodness, order, truth, and justice as the natural order of the universe. Lawful beings are trustworthy, believe in protecting others, and act for the good of the group. They obey the rules of society and strive for fairness and justice.Neutrality: The belief in a balance between the forces of Law and Chaos, with neither side becoming dominant. Neutral beings will cooperate with others as long as it is not to their detriment. They treat others as they are themselves treated and believe in living by their talents rather than relying on others.Chaos: The belief in evil and the meaninglessness and randomness of the universe, wherein the individual’s selfish desires are utmost. Chaotic beings lie and use others as is suitable to their own ends, with no concern for the good of the group. They casually break laws, and are driven by whims and the belief in luck.The player must inform the referee of their character’s alignment but does not have to tell other players.Players should consider the chosen alignment when determining their character’s actions. The referee may call the player’s attention to deeds against the chosen alignment and suggest that the character changes to an alignment better fitting their behavior. Deviation from alignment may also be penalized as the referee sees fit.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/4.-alignment.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/4. Alignment.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Languages]]></title><description><![CDATA[The native languages spoken by a player character are determined by the character’s class. These typically include the common tongue and an alignment language. Characters with high INT may learn additional languages (see Ability Scores).The common tongue (sometimes simply called Common) is a language that is widespread among intelligent species. All player character races—as well as many monsters—are able to speak Common.In some settings, the referee may rule that different cultures in the campaign world have different languages, in which case a particular language must be chosen instead of Common.All intelligent beings know a secret, unwritten language of gestures, signs, and code words associated with their alignment. This secret language allows beings of the same alignment to communicate. Beings of another alignment will recognize when an alignment language is being used, but will not understand. It is not possible to learn another alignment language except by changing alignment, in which case the former language is forgotten.Many demihuman and intelligent monster species have their own language, which player characters may be able to learn. The following languages are common and may be chosen by player characters with high Intelligence (at the referee’s discretion):]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/5.-languages.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/5. Languages.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6. Advancement]]></title><description><![CDATA[All characters who survive an adventure and return to safety gain experience points (XP) due to any treasure recovered or monsters defeated. Experience points are awarded by the referee (see Awarding XP).Characters with especially low or high scores in their class’ prime requisites receive a bonus or penalty for XP earned (see Ability Scores). These modifiers are applied to the total XP gained by each character following an adventure.When a character gains enough XP to reach the next experience level, the player should consult the description of the character’s class and note any improvements in saving throws, attack probabilities, spells per day, and other class abilities. If the character’s Hit Dice increases, a new Hit Die of the specified type should be rolled, adding the result to the character’s maximum hit point total.Characters can advance up to one level in one session. Any additional XP that would take a character two or more levels above their current level is lost, leaving the character at 1 XP below the total for the next level.In some campaigns, characters gain the right to bear specific titles as they advance in level. Such titles may be granted by the guilds, colleges, or temples that PCs are associates of. Level titles often vary significantly between campaign worlds, but the following lists may be used as inspiration:
Cleric: Acolyte, Adept, Priest(ess), Vicar, Curate, Elder, Bishop, Lama, Matriarch (Patriarch).
Dwarf: Dwarven Veteran, Dwarven Warrior, Dwarven Swordmaster, Dwarven Hero, Dwarven Swashbuckler, Dwarven Myrmidon, Dwarven Champion, Dwarven Superhero, Dwarven Lord (Lady).
Elf: Medium/Veteran, Seer/Warrior, Conjurer/Swordmaster, Magician/Hero, Enchanter (Enchantress)/Swashbuckler, Warlock (Witch)/Myrmidon, Sorcerer (Sorceress)/Champion, Necromancer/Superhero, Wizard/Lord (Lady).
Fighter: Veteran, Warrior, Swordmaster, Hero, Swashbuckler, Myrmidon, Champion, Superhero, Lord (Lady).
Halfling: Halfling Veteran, Halfling Warrior, Halfling Swordmaster, Halfling Hero, Halfling Swashbuckler, Halfling Myrmidon, Halfling Champion, Sheriff.
Magic-user: Medium, Seer, Conjurer, Magician, Enchanter (Enchantress), Warlock (Witch), Sorcerer (Sorceress), Necromancer, Wizard.
Thief: Apprentice, Footpad, Robber, Burglar, Cutpurse, Sharper, Pilferer, Thief, Master Thief.
Human character classes are listed as having a maximum level of 14. This range of levels presents the best play experience regarding challenge and reward. However, some groups may wish to continue playing at extremely high levels. This must be considered carefully, as demihuman PCs will be left behind due to their strict level limits. If the referee allows continued play into higher levels, the following guidelines—allowing human characters to advance to a maximum of 36th level—may be used.Clerics require an additional 100,000 XP per level beyond 14th and gain 1 hit point per level gained. Spells of higher levels become available as the character advances.Fighters require an additional 120,000 XP per level beyond 14th and gain 2 hit points per level gained. Fighters of 20th level may make two attacks per round. This increases to three attacks per round at 25th level and four per round at 30th level.Magic-users require an additional 150,000 XP per level beyond 14th and gain 1 hit point per level gained. Spells of higher levels become available as the character advances.Thieves require an additional 120,000 XP per level beyond 14th and gain 2 hit points per level gained. Additional skills become available to high-level thieves, including the ability to climb upside down or horizontally, voice skills such as mimicry and ventriloquism, and other skills of deception.See Wealth.See Hirelings.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/1.-characters/6.-advancement.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/1. Characters/6. Advancement.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[0a. Character Classes]]></title><description><![CDATA[A Class is an adventuring profession to which the character belongs. A character’s class defines their primary abilities.
Cleric: Clerics are human adventurers who have sworn to serve a deity. They are trained for battle and channel the power of their deity.
Dwarf: Dwarves are stout, bearded demihumans, about 4’ tall and weighing about 150 pounds.
Elf: Elves are slender, fey demihumans with pointed ears.
Fighter: Fighters are human adventurers dedicated to mastering the arts of combat and war.
Halfling: Halflings are small, rotund demihumans with furry feet and curly hair.
Magic-User: Magic-users are human adventurers whose study of arcane secrets has taught them how to cast spells.
Thief: Thieves are human adventurers who live by their skills of deception and stealth.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/0a.-character-classes.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/0a. Character Classes.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. Cleric]]></title><description><![CDATA[Clerics are adventurers sworn to the service of a deity. They are trained for battle and channel the power of their deity.Clerics can use all types of armor. The edicts of their holy order forbid them from using weapons that have a sharp, cutting edge, or stabbing point. They may use the following weapons: club, mace, sling, staff, and war hammer.See Spells for full details on divine magic.Holy symbol: A cleric must carry a holy symbol (see Adventuring Gear).Deity disfavor: Clerics must be faithful to the tenets of their alignment, clergy, and religion. Clerics who fall out of favor with their deity may incur penalties.Magical research: A cleric of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a cleric reaches 9th level, they can also create magic items.Spell casting: Once a cleric has proven their faith (from 2nd level), the character may pray to receive spells. The level progression table (below) shows the number of spells a cleric may memorize based on their experience level. The list of spells available to clerics is found in Cleric Spells.Using magic items: As spell casters, clerics can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g., some magic staves).Clerics can invoke the power of their deity to repel undead monsters encountered. To turn the undead, the player rolls 2d6. The referee then consults the table below, comparing the roll against the HD of the type of undead monsters targeted.If the turning attempt succeeds, the player must roll 2d6 to determine the number of HD affected (turned or destroyed).Turned undead: Flee from the cleric’s presence if possible and will not harm the cleric.Destroyed undead (result of D): Are instantly and permanently annihilated.Excess: Rolled Hit Dice that are insufficient to affect a monster are wasted.Minimum effect: At least one undead monster will always be affected on a successful turning.Mixed groups: If turn undead is used against a mixed group of undead monsters of different types, those with the lowest HD are affected first.* 2 HD monsters with a special ability (i.e., with an asterisk next to their HD rating in the monster description).† At the referee’s option, the table may be expanded to include more powerful types of undead monsters.—: The turning fails.Number: The turning attempt succeeds if the 2d6 turning roll is higher or equal to the listed number.T: The turning succeeds.D: The turning succeeds; the monsters are destroyed, not simply caused to flee.A cleric may construct a stronghold. If the cleric is in favor of their deity, the construction costs are halved due to divine aid.When the stronghold is complete, 5d6 × 10 fighters of levels 1–2 will arrive to serve the cleric. These followers are entirely devoted to the cleric, never checking morale. The referee decides which followers are 1st and 2nd level and their combat role (e.g., archers, infantry, etc.).* Modifiers from CON no longer apply.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/1.-cleric.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/1. Cleric.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Dwarf]]></title><description><![CDATA[Dwarves are stout demihumans, about 4’ tall and weighing about 150 pounds. They live in clans, each with its underground stronghold. Clans are usually on good terms and will cooperate in times of need. Dwarves are known for their stubbornness, practicality, and love of fine craftsmanship, gold, hearty food, and strong drink. Their hair and long beards are black, grey, or brown, and their skin is earthy brown. They are strongly resilient to magic, as indicated in their saving throw values.Dwarves can use all types of armor. Their stature means they can only use small or normal-sized weapons. They cannot use longbows or two-handed swords.As expert miners, dwarves have a 2-in-6 chance of being able to detect new construction, sliding walls, or sloping passages when searching.Due to their expertise with construction, dwarves have a 2-in-6 chance of detecting non-magical room traps when searching (see ***Dungeon Adventuring.Dwarves have infravision to 60’ (see Darkness under Hazards and Challenges).Dwarves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).A dwarf may construct a subterranean stronghold delved beneath hills or mountains. Other dwarves may come to live under the rule of the character, establishing a new clan.A dwarf ruler may only hire dwarven mercenaries. Specialists and retainers of any race may be hired.* Modifiers from CON no longer apply.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/2.-dwarf.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/2. Dwarf.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Elf]]></title><description><![CDATA[Elves are slender, fey demihumans with pointed ears. They typically weigh about 120 pounds and are between 5 and 5½ feet tall. Elves are seldom met in human settlements, preferring to feast and make merry in the woods. They are dangerous enemies if crossed, as they are masters of both swords and spells. Elves are fascinated by spells and beautifully constructed magic items and love to collect both.Prime requisites: An elf with at least 13 INT and STR gains a 5% bonus to experience. An elf with an INT of at least 16 and a STR of at least 13 receives a +10% XP bonus.See Spells for full details on arcane magic.Magical research: An elf of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When an elf reaches 9th level, they can also create magic items.Spell casting: Elves carry spell books containing the formulae for arcane spells. The level progression table (below) shows the number of spells in the elf’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level elf has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to elves is under Magic-User Spells (elves have the same spell selection as magic-users).Using magic items: As spell casters, elves can use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g., magic wands).Elves can use all types of weapons and armor.Elves have a 2-in-6 chance of locating secret or hidden doors when searching (see Dungeon Adventuring).Elves are immune to the paralyzing effect of ghouls’ attacks.Elves have infravision to 60’ (see Darkness under Hazards and Challenges).Elves have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).An elf may construct a stronghold in the depths of the forest, blending in with the natural environment of a site of great beauty, for example, in the treetops, beside a serene valley, or hidden behind a waterfall. Whatever material it is made of, the construction costs as much as similar work in stone due to the exquisite quality of craftsmanship involved.Forest animals within a 5-mile radius of the completed stronghold will become friends with the elves. They may warn of intruders, carry messages and news, etc. In exchange for this friendship, the elf must protect the animals from harm.An elf ruler may only hire elven mercenaries. Specialists and retainers of any race may be hired.* Modifiers from CON no longer apply.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/3.-elf.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/3. Elf.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Fighter]]></title><description><![CDATA[Fighters are adventurers trained in warfare and combat. In a group of adventurers, the role of fighters is to battle monsters and defend other characters.Fighters can use all types of weapons and armor.Any time a fighter wishes (and has sufficient money), they can build a castle or stronghold and control the surrounding lands.A fighter may be granted a title such as Baron or Baroness. The land under the fighter’s control is then known as a Barony.* Modifiers from CON no longer apply.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/4.-fighter.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/4. Fighter.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Halfling]]></title><description><![CDATA[Halflings are small, rotund demihumans with curly hair on their heads and feet. They weigh about 60 pounds and are around 3’ tall. Halflings are friendly and welcoming folk. Above all, they love the comforts of home and are not known for their bravery. Halflings who gain treasure through adventuring will often use their wealth in pursuit of a quiet, comfortable life.Prime requisites: A halfling with at least 13 in one prime requisite gains a 5% bonus to experience. If both DEX and STR are 13 or higher, the halfling gets a +10% bonus.Halflings can use all types of armor, but it must be tailored to their small size. Similarly, they can use any weapon appropriate to their stature (as determined by the referee. They cannot use longbows or two-handed swords.Due to their small size, halflings gain a +2 bonus to Armor Class when attacked by large opponents (greater than human-sized).Halflings have the ability to avoid detection, apparently vanishing from sight: In woods or undergrowth, a halfling can hide with a 90% chance of success. In dungeons, a halfling can hide in normal lighting conditions with a 2-in-6 chance of success. There must be some form of cover (e.g. shadows) and the halfling must remain motionless and silent. If using the optional rule for individual initiative (see Combat), halflings get a bonus of +1 to initiative rolls.Halflings have a 2-in-6 chance of hearing noises (see Dungeon Adventuring).Halflings’ keen coordination grants them a +1 bonus to attack rolls with all missile weapons.Any time a halfling wishes (and has sufficient money), they may build a stronghold, which will form the basis of a new community of halflings. Halfling communities—known as Shires—are typically located in the gentle countryside of little rivers and rolling hills. The leader of the community is called the Sheriff.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/5.-halfling.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/5. Halfling.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6. Magic-User]]></title><description><![CDATA[Magic-users are adventurers whose study of secret arcane lore has taught them how to cast spells and wield powerful magic items. Magic-users begin with knowledge of a single spell but gain access to highly potent magic as they advance.See Spells for full details on arcane magic.Magical research: A magic-user of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a magic-user reaches 9th level, they can also create magic items.Spell casting: Magic-users carry spell books containing the formulae for arcane spells. The level progression table (below) shows the number of spells in the magic-user’s spell book and the number they may memorize, determined by the character’s experience level. Thus, a 1st level magic-user has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to magic-users is found in Magic-User Spells.Using magic items: As spell casters, magic-users can use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g., magic wands).Magic-users can only use daggers and cannot use shields or wear any armor. This makes them very vulnerable in combat.A magic-user may construct a stronghold (usually in the form of a tower). 1d6 apprentices of levels 1–3 will then arrive to study under the magic-user.* Modifiers from CON no longer apply.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/6.-magic-user.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/6. Magic-User.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[7. Thief]]></title><description><![CDATA[Thieves are adventurers who live by their skills of deception and stealth. They have a range of specialized adventuring skills unavailable to other characters. However, thieves are only sometimes to be trusted.Adjust ability scores: In step 3 of character creation, thieves may not lower STR.When attacking an unaware opponent from behind, a thief receives a +4 bonus to hit and doubles any damage dealt.Valuing stealth above all, thieves can only wear leather armor and cannot use shields. They can use any weapon.A 4th level or higher thief can read non-magical text in any language (including dead languages and basic codes) with 80% probability. If the roll fails, the thief may not try to reread the same text before gaining an experience level.A thief of 10th level or higher can cast arcane spells from scrolls. There is a 10% chance of error: an unusual or deleterious effect is created instead of the expected effect.Thieves can use the following skills, with the chance of success shown below:
Climb sheer surfaces (CS): A roll is required for each 100’ climb. If the roll fails, the thief falls at the halfway point, suffering falling damage.
Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
Hear noise (HN): In a quiet environment (e.g., not in combat, a thief may attempt to listen at the door or to hear the sounds of something (e.g., a wandering monster approaching.
Hide in shadows (HS): Requires the thief to be motionless—attacking or moving while hiding is impossible.
Move silently (MS): A thief may sneak past enemies unnoticed.
Open locks (OL): Requires thieves’ tools (see Adventuring Gear). A thief can only try this skill once per lock. If the roll fails, the thief may not try the same lock again before gaining an experience level.
Pick pockets (PP): If the victim is above 5th level, the thief’s roll is penalized by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the victim's reaction (possibly using the reaction table under Encounters.
Hear noise: It is rolled on 1d6. The skill succeeds if the roll is within the listed range of numbers.Other Skills: All rolled on d%, with a result of less than or equal to the listed percentage indicating success.The referee should roll for hear noise, hide in shadows, and move silently on the player’s behalf, as the thief does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the thief has been noticed and should determine enemies’ actions appropriately.A thief may construct a secret hideout, attracting 2d6 apprentice thieves of 1st level. Apprentices are usually loyal to the character but are not automatically replaced if killed. The character may use their apprentices as the beginnings of a Thieves’ Guild.* Modifiers from CON no longer apply.D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/2.-classes/7.-thief.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/2. Classes/7. Thief.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. Wealth]]></title><description><![CDATA[Successful characters accumulate wealth from the spoils of their adventures. Treasure may take many forms, but money is often the most helpful form of treasure.Gold pieces (gp) are the most common currency. Coins made of other metals—platinum (pp), electrum (ep), silver (sp), and copper (cp)—are also used. The conversion rates of coins are shown below.PCs begin play with 3d6 × 10 gold pieces.Faced with the possibility of character death, players may wish to create a will for their characters to leave wealth behind for an heir. If the referee allows this, the following stipulations apply:
Tax: Any treasure left as an inheritance will be taxed at 10%.
Heir: The heir must be a newly created character of 1st level.
Once only: Inheritance may only be left once by each player.
When characters have amassed sufficient wealth, they often wish to construct a base or stronghold and possibly find a domain.See Strongholds for complete rules on building a stronghold and founding a domain.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/1.-wealth.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/1. Wealth.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1a. Equipment]]></title><description><![CDATA[
Adventuring Gear: Items most commonly available for purchase.
Weapons and Armor: Weapons and Armor, cost and stats.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/1a.-equipment.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/1a. Equipment.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Adventuring Gear]]></title><description><![CDATA[Backpack: A leather bag strapped over the shoulders, requiring no hands. Holds up to 400 coins.Crowbar: An iron bar, 2–3’ long. They are used for prying open doors, chest lids, etc.Grappling hook: Made of iron, with 3–4 hooks and a ring to attach a rope.Hammer: Useful for hammering in iron spikes or tapping stonework.Holy symbol: Divine spell casters must carry a holy symbol of their deity, often as a pendant around the neck. Each deity has its holy symbol.Holy water: Water blessed by a holy person, stored in a special vial for religious rituals. Holy water inflicts damage on undead monsters (see Weapon Combat Stats). It loses its power if transferred from the blessed vials it is stored in.Iron spikes: These may be used for wedging doors open or shut (see Dungeon Adventuring), as an anchor to attach a rope to, and for many other purposes.Lantern: Shutters allow the light to be hidden and the flame protected. Burns one oil flask every four hours (24 turns). Casts light in a 30’ radius.Mirror: Useful for looking around corners or for reflecting a gaze attack.Oil flask: A flask of oil fuels a lantern for four hours (24 turns). Burning oil can also be used as a weapon:
Throwing: A flask of oil may be thrown (see Weapons And Armor).
Pools: A flask of oil is sufficient for a 3’ diameter pool. If lit, it burns for 1 turn. Creatures passing through the flames suffer 1d8 damage.
Immunity: Monsters with a fire attack (e.g., flaming breath) are not harmed by burning oil.
Lighting: Oil only causes damage if set on fire (e.g., touched with a burning torch).
Pole, 10’: A 2” thick wooden pole is helpful in poking and prodding suspicious items in a dungeon.Rations, iron: Preserved food for long journeys.Rations, standard: Fresh, unpreserved food.Rope: Strong enough to hold three people's weight and equipment.Sack, large: Can hold up to 600 coins.Sack, small: Can hold up to 200 coins.Stakes and mallet: A wooden mallet and three 18” long stakes. Valuable when confronting vampires.Thieves’ tools: A set of lock-picking tools in a small case.Tinder box: Used to light fires, including torches. Using a tinder box takes one round. There is a 2-in-6 chance of success per round.Torch: When lit, casts light in a 30’ radius and burns for 1 hour (6 turns). Torches may also be used in combat (see Weapons And Armor).Waterskin: A leather container that holds up to 2 pints (1 quart) of liquid.Wolfsbane: This herb can be used to repel lycanthropes. The creature must be hit with the herb in melee combat.The items detailed in this section are those most commonly available for purchase. Should PCs wish to purchase items not on these lists, the referee may use the listed items as guidelines for determining the prices and characteristics of new items, including combat statistics (if appropriate).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/2.-adventuring-gear.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/2. Adventuring Gear.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Weapons and Armor]]></title><description><![CDATA[Damage: Die rolled when using the optional rule for variable weapon damage (See ***Combat.Blunt: May be used by clerics.Brace: Bracing against the ground doubles damage against charging monsters.Charge: On horseback, moving at least 60’ in a round and attacking doubles any damage done with a successful hit.Melee: Close quarters weapon (5’ or less).Missile: Thrown or fired weapon (greater than 5’ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in parentheses.Reload (optional rule): Requires a round to reload between shots; can only be fired every second round.Slow: The character acts last in each combat round (see Combat).Splash weapon: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips off.Two-handed: Requires both hands; the character cannot use a shield.If the optional rules for encumbrance are used (see Encumbrance), armor and weapons carried are treated as follows.Leather armor counts as light armor, chainmail and plate mail count as heavy armor.The listed weight of armor and weapons is tracked. The listed weight of missile weapons already includes the weight of the ammunition and its container.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/3.-weapons-and-armor.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/3. Weapons and Armor.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Mounts]]></title><description><![CDATA[Irascible animals that are adapted to live in dry climates. Often used for transportation in deserts.AC 7 [12], HD 2 (9hp), Att 1 × bite (1), 1 × hoof (1d4), THAC0 18 [+1], MV 150’ (50’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20
Ill-tempered: Bite or kick creatures in their way, including owners.
Water: After drinking well, you can survive two weeks without water.
Desert travel: Move at full speed through broken lands and deserts.
Bred for outstanding strength and endurance. Used to pull vehicles and plows or as beasts of burden.AC 7 [12], HD 3 (13hp), Att None, THAC0 17 [+2], MV 90’ (30’), SV D12 W13 P14 B15 S16 (2), ML 6, AL Neutral, XP 35
Non-combatants: Flee if attacked.
Stubborn horse/donkey cross-breeds are used as beasts of burden.AC 7 [12], HD 2 (9hp), Att 1 × kick (1d4) or 1 × bite (1d3), THAC0 18 [+1], MV 120’ (40’), SV D14 W15 P16 B17 S18 (NH), ML 8, AL Neutral, XP 20
Tenacious: It can be taken underground if the referee allows it.
Defensive: May attack if threatened but cannot be trained to attack on command.
Lightly built horses adapted to run at high speed. It can survive purely on grass, wherever available.AC 7 [12], HD 2 (9hp), Att 2 × hoof (1d4), THAC0 18 [+1], MV 240’ (80’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 20Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.AC 7 [12], HD 3 (13hp), Att 2 × hoof (1d6), THAC0 17 [+2], MV 120’ (40’), SV D12 W13 P14 B15 S16 (2), ML 9, AL Neutral, XP 35
Charge: When not in melee. Requires a clear run of at least 20 yards. The rider’s lance inflicts double damage. Horses cannot attack when charging.
Melee: When in melee, both rider and horse can attack.
Barding: Armor made of leather and plates of metal. It gives the animal an AC of 5 [14] and weighs 600 coins.Saddlebags: Hold up to 300 coins in weight.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/4.-mounts.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/4. Mounts.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Rules for Vehicles]]></title><description><![CDATA[The vehicle’s structural integrity and ability to keep moving when damaged. Analogous to a character’s hit points. A vehicle that reaches 0 hull points is destroyed.The vehicle’s ability to resist damage from attacks.The speed at which the vehicle can move. Every vehicle has a 'base movement rate' and an 'encounter movement rate' (noted in parentheses). The encounter movement rate is one-third of the base movement rate.The maximum load the vehicle can carry; measured in coins (see Time, Weight, Movement).The number of people or animals (e.g., sailors, oarsmen, horses required for the vehicle’s normal operation.Some vehicles have extra space aboard explicitly intended to carry passengers or mercenaries of any type (see Mercenaries) and the normal crew. Suppose a vehicle’s description does not mention this space for passengers. In that case, it is assumed only to have space for the crew—the referee may rule that cargo hold space could be converted into additional living quarters.Water vessels are divided into two categories, each behaving differently under different wind conditions (see Wind Conditions). Seaworthy vessels are suitable for use on the high seas, away from coastal waters. Unseaworthy vessels are restricted to rivers, lakes, or coastal waters.In combat, attacks and damage may be directed at vehicles, characters, and monsters.Normal attacks: Unless noted in a vehicle’s description, attacks with normal weapons (e.g., bows, swords, etc.) do not inflict hull damage.Magical attacks: Damaging spells or magical attacks inflict one point of hull damage per five points of normal hit point damage the attack does.Giant monsters: Can damage vehicles, inflicting one point of hull damage per five points of normal hit-point damage the attack does.Mounted weaponry: Some vehicles carry mounted weaponry specifically designed for vehicle-to-vehicle combat. Such weapons inflict hull damage directly. The rules for attacking with ship-mounted weapons are described in Water Vessels.When a vehicle loses hull points, its movement rate is also affected. This may be due to structural damage influencing how the vehicle moves or, in the case of water vessels, due to taking on water.Movement rate reduction: For every 10% a vehicle is reduced from its maximum hull points, its movement rate is reduced by an equal percentage. For example, if a vehicle loses 20% of its hull points, its movement rate is reduced by 20%.If a vehicle is reduced to 0 hull points:
It will lose structural integrity in 1d10 rounds (e.g., a water vessel sinks).
Any mounted weaponry is no longer functional.
In a workshop: Vehicle damage can be repaired by experienced technicians working in a suitable workshop or dock.In the field: A vehicle’s crew can repair up to half of sustained damage. The remaining damage can only be repaired in a suitable workshop or dock.Time: It takes five crew members one turn to repair one hull point. This task requires full attention, so any crew involved in repair cannot take any other action during a turn repairing a vessel.When the occupants of a vehicle wish to board another vehicle, the two vehicles must be brought alongside one another.Forceful boarding: If the occupants of one vehicle wish to board the other vehicle forcefully, there is a 2-in-6 chance of successfully maneuvering the vehicle into a boarding position. The two vehicles may then be clamped together with grappling hooks.Mutual boarding intent: If the occupants of both vehicles wish to board one another, their mutual goal makes the action succeed with no chance of failure.Boarding characters: Characters who are in the act of boarding another vehicle suffer a -2 penalty to attack rolls and Armor Class for one round.Some rowed vessels may have an increased encounter movement rate. This represents the tremendous effort of the oarsmen that may be exerted during combat. Such speeds cannot be maintained for long periods; thus, such vessels' per-turn and per-day movement rates are much slower.Having less than the required number of oarsmen reduces a vessel’s speed.Movement rate reduction: For every 10% reduction in the available rowing crew, the vessel’s rowing speed is reduced by an equal percentage. For example, if 10% of the oarsmen are used to repair hull damage, the vessel moves at 90% of its normal speed (i.e., 10% slower than normal).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/5.-rules-for-vehicles.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/5. Rules for Vehicles.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6. Land Vehicles]]></title><description><![CDATA[Cart: A two-wheeled vehicle. Carts have an AC of 9 [10] and 1d4 hull points.Wagon: A four-wheeled, open vehicle. Wagons have an AC of 9 [10] and 2d4 hull points.These vehicles must be pulled by a minimum number of mules or draft horses. If double the minimum number of animals is employed, additional loads may be carried.When traveling through difficult terrain (e.g. desert, forest, mountains, swamp), these vehicles can only travel on maintained roads.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/6.-land-vehicles.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/6. Land Vehicles.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[7. Water Vehicles]]></title><description><![CDATA[A ship’s beam is its width, and its draft is the depth it extends beneath the water.The vessels described in this section span various historical periods, from the ancient period to the medieval. Not all types of vessels may be available in a campaign setting.Lifeboat: A small boat with a mast that folds down for storage. Small ships usually have 1–2 lifeboats, while larger ships may have 3–4. A lifeboat weighs 5,000 coins and reduces the ship's cargo capacity on which it is carried by this much. A lifeboat is usually equipped with rations to feed ten human-sized beings for one week.Longship: A narrow ship that may be used in rivers, coastal waters, or the open seas. A longship may be rowed or sailed, depending on the conditions. The crew typically fills the role of oarsmen, sailors, and fighters as needed.Sailing ship, large: A large, seaworthy vessel with up to three masts. Usually, it has multiple decks and raised “castles” at the bow and stern.Sailing ship, small: A small, seaworthy vessel with a single mast.Troop transport (large, small): These ships have similar dimensions and characteristics to normal sailing ships but are specially designed to carry troops, mounts, and equipment of war as their cargo.Warship (large, small): These ships have similar dimensions and characteristics to normal sailing ships but are specially designed to carry mercenaries and war gear.Boat, river: Riverboats are either rowed or pushed with poles. The cost of the boat increases by 1,000gp if it has a roof (to protect passengers or cargo).Boat, sailing: A small boat typically used for fishing in lakes or coastal waters.Canoe: A small boat made of hide or canvas stretched over a wooden frame. Because of its small size and lightweight construction, a canoe may be carried by two people (weighing 500 coins).Galley, large: A long ship with a shallow draft and a single, square-sailed mast.Galley, small: A ship with a shallow draft and a single, square-sailed mast.Galley, war: A large, specially constructed galley that is generally a fleet’s flagship. War galleys are always fitted with a ram (comes with the basic cost) and have a full deck above the rowers. They have two masts and 10’–20’ wide wooden towers rising 15’–20’ above the bow and stern.Raft, makeshift: Given sufficient wood, characters may build a makeshift raft in 1–3 days per 10’ square section (up to a maximum size of 20’ × 30’).Raft, professional: A professionally built raft has raised sides, a basic steering oar, and some shelter for goods or passengers. Such a raft may be up to 30’ × 40’. Professionally built rafts are sometimes floated downstream with cargo and then broken down and sold for the value of their wood (25cp per square foot).* Crew act as rowers, sailors, and fighters
** May be piloted by unskilled charactersVessels are propelled by rowing or sailing, with some able to use either means. The necessary crew and the resulting speeds are given in the table above. The pay rates for the crew are listed in Specialists.* Crews act as rowers, sailors, and fighters.The following modifications may be made to an existing ship:
Warship: A sailing ship may be converted into a warship or troop transport of the same size. The modification costs one-third of the ship’s original cost.
Catapult: A catapult may be added to a galley, longship, or warship.
Ram: A ram may be added to a large or small galley (a war galley already has a ram fitted).
It can be used against ships or giant sea monsters. Small individuals cannot be targeted.Attack rolls: These are made using a THAC0 of 19 [0], occurring simultaneously in the combat sequence as missile fire.Attack modifiers: May be applied for weather conditions, maneuverability, etc.Large or war galley: Deals 1d6+5 × 10 hull points damage against ships and 6d6 hit points damage against monsters.Small galley: Deals 1d4+4 × 10 hull points damage against ships and 3d8 hit points damage against monsters.Fire either large rocks or flaming pitch.Weight: A catapult plus twenty shot rounds weighs 10,000 coins (subtracted from the ship’s cargo allowance).Range: 150–300 yards.Attack rolls and rate of fire: Depend on the number of crew manning the catapult:
2 crew (minimum): Attacks with THAC0 19 [0]. Fires every 10 rounds.
3 crew: Attacks with THAC0 19 [0]. Fires every 8 rounds.
4 crew (maximum): Attacks with THAC0 17 [+2]. Fires every 5 rounds.
Attack modifiers: May be applied for weather conditions, maneuverability, etc.Inflicts 3d6 hull damage against ships.Sets a 10’×10’ area of a ship on fire. The burning does 1d6 hull points of damage per turn (for at least one turn) and will spread to other areas of the ship if not extinguished. A fire may be put out by five crew in 3 turns, ten in 2 turns, or fifteen in 1 turn.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/7.-water-vehicles.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/7. Water Vehicles.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[8. Retainers]]></title><description><![CDATA[Retainers are NPCs hired to accompany a character on adventures.Limit per PC: A character’s Charisma score defines the maximum number of retainers that will work for them at any one time (see Ability Scores).Duties: Retainers are expected to share the risks of adventuring with the party but will only continue working for a PC if treated well. A disgruntled retainer may spread the word to others in the area, making hiring other retainers more difficult for the PC.Retainers can be of any class (including normal humans—effectively of level 0), but must be of equal or lower level to the hiring PC.Potential retainers may be located by frequenting drinking establishments or by paying to post notices of help wanted.Applicants are recruited through negotiation, with the referee playing the roles of the NPCs a character attempts to hire. The PC should explain what the job entails and the wages paid.The referee should determine the rate of pay desired by potential retainers, taking the following factors into account:
Skill level: More experienced retainers will want a higher pay rate, whereas those employed for unskilled tasks will have lower demands.
Competition: Retainers may accept lower pay rates if there are many applicants but may demand higher rates if there is little competition for the job.
Retainers usually want a guaranteed fee (per day or adventure) and a share of treasure recovered (at least a half share). For example: a cost of 1gp per day plus a half share of treasure.The hiring PC must also pay for the retainer’s daily upkeep (food and lodgings) and any new adventuring gear, weapons, or mounts the retainer requires.Fractional treasure shares are calculated by dividing the treasure by the total number of shares. For example, a party consisting of 5 PCs (who receive full shares) plus one retainer (who is paid a half share) discovers 2,750gp of treasure. The total is divided by 5.5 (five full shares plus one-half share): 500gp. Thus, each PC gains 500gp, and the retainer gains 250gp.Once an offer is made, the referee determines the potential retainer’s reaction by rolling 2d6 on the table below, modified as follows:
Charisma: The roll is modified by the hiring character’s NPC reactions modifier due to CHA (see ***Ability Scores.
Generosity: The referee may apply a bonus or penalty, depending on the attractiveness of the deal (+1 or +2 for generous offers, -1 or -2 for poor offers).
Reputation: A penalty of -1 or -2 may be applied if the hiring PC has a bad reputation.
Ill will: The applicant’s ill will incur a –1 penalty to further hiring reaction rolls made in the same settlement or area.Retainers gain experience and advance in level in the same way as PCs.XP penalty: Because retainers are generally not directly involved in decision-making, instead following instructions from PCs, the XP they receive is penalized by –50%.Normal humans: When a normal human (i.e., a retainer of level 0 with no character class) gains XP, they must choose an adventuring character class.A retainer’s loyalty rating reflects their willingness to stick by PCs in the face of danger. The hiring character’s CHA determines loyalty (see Ability Scores) but may be adjusted as follows:
Bonuses: Saving a retainer from danger or granting generous treasure rewards may increase loyalty.
Penalties: Ill-treatment of a retainer or lack of treasure may decrease loyalty.
The referee should roll 2d6 against the retainer’s loyalty to make a loyalty check. The check succeeds if the roll is lower than or equal to the retainer’s loyalty.Loyalty checks are made in two circumstances:
Peril: In situations of unexpectedly great danger. If the roll fails, the retainer will likely flee.
After an adventure: If the roll fails, the retainer will not work for the PC again.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/8.-retainers.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/8. Retainers.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[9. Mercenaries]]></title><description><![CDATA[Hired soldiers who will guard, patrol, and otherwise serve in wilderness settings, but only as part of a larger force, not an adventuring party. Mercenaries do not accompany characters on adventures.Note that as mercenaries are hired by a character to perform specific services, they are not treated as retainers and thus do not count toward a character’s maximum number of retainers.Mercenaries can be located by posting notices of help wanted. The response will depend on the availability of suitable troops in the area and the offer made.Outside of wartime: As listed below.During wartime: All wages are doubled.The monthly rate of pay includes food and essential gear. Most mercenaries already have weapons and armor when hired, though their employer may give them additional equipment. Armorers are required to repair mercenaries’ armor and weapons (see Specialists).Equipped with a shortbow, leather armor, and a shield.Mounted on a riding horse. Equipped with a shortbow.Equipped with a crossbow and chainmail.Mounted on a mule. Equipped with a crossbow.Equipped with a sword, leather armor, and a shield.Equipped with a sword, chainmail, and a shield.Mounted on a riding horse. Equipped with a lance and leather armor.Mounted on a warhorse. Equipped with a lance and chainmail.Mounted on a warhorse. Equipped with a sword, a lance, and plate mail.Equipped with a longbow, a sword, and chainmail.Unarmed.Mounted on a wolf. Equipped with a spear and leather armor.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/9.-mercenaries.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/9. Mercenaries.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[10. Specialists]]></title><description><![CDATA[PCs may wish to hire all types of characters for non-combat and non-adventuring purposes (i.e., not mercenaries or retainers) and are termed specialists.Note that specialists are hired to perform non-adventuring services and are not treated as retainers. Unlike retainers, there is no limit on the number of specialists a character may employ.The most common types of specialists and their usual monthly wage are described. The referee may add new types of specialists as desired.Specialists can be located by posting notices or inquiring at suitable guilds. The response will depend on the availability of suitable specialists in the area and the offer made.The monthly rate of pay includes food and essential gear.Recreating potions: Based on a sample or recipe, an alchemist can produce a potion at twice the normal speed and for half the normal cost (see Magical Research).Researching potions: An alchemist may also research new potions, but this takes twice as long and costs twice as much as normal.Trainers are required for exotic creatures or larger numbers of common animals (e.g., dogs, horses, mules).Specialty: Each animal trainer specializes in a single type of animal.Number of animals: A trainer can work with up to 6 animals at a time.Time required: The referee decides the time required to train an animal, depending on the difficulty of the training and the animal’s intelligence. Learning the first new behavior or trick typically takes at least one month. Subsequent behaviors take at least two weeks each.Interruptions: Training of all desired behaviors must occur back to back. If interrupted, the animal becomes unable to learn further behaviors.Producing weapons and armor: An armorer can produce five weapons, three shields, or one suit of armor per month.Maintaining mercenaries’ gear: A dedicated armorer is required per 50 troops.Assistants: An armorer’s output (either in arms produced or troops maintained) may be doubled by hiring two assistant armorers and one blacksmith. The armorer's production may be quadrupled if four assistants and two blacksmiths are hired. An armorer cannot coordinate more assistants than this.Apprentices who may work under an armorer to increase the production rate (see Armorer).Craftsmen trained in the art of forging metal. Blacksmiths may be hired to work under an armorer to increase the rate of production (see Armorer).Engineers are experts in planning and managing construction projects, for example, building strongholds (see Construction).Number required: One engineer is needed per 100,000 gp cost of the project.Specialty: Certain races may have special expertise (e.g., a dwarf engineer may specialize in subterranean construction).Experts in navigating the high seas. A ship that travels beyond sight of land becomes lost if a navigator is not aboard (see Waterborne Adventuring).Normal humans employed to power rowed ships; not trained for combat.Sages are very rare individuals who devote their lives to studying obscure knowledge. A sage may be consulted to answer unusual questions.Time and cost: The referee must judge the time and cost required to research the answer to a question.Chance of success: There is never a 100% chance of finding an answer.Normal humans trained in the handling of sailing ships. Sailors can fight to defend their ships, typically equipped with a sword, shield, and leather armor.A seasoned sailor required to command a larger ship. A captain is familiar with the waters around the coasts they frequent.A spy is hired to gather information about a person or group. The spy may be an outsider trying to infiltrate or a traitor already connected with the person or group to be spied upon.Class: Spies are often NPC thieves but may be of any character class.Time: The referee will determine the time required for the job.Chance of success: Based on the circumstances, the referee judges the chance of the mission succeeding.Reliability: The referee may also secretly decide a chance of the spy betraying the character.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/10.-specialists.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/10. Specialists.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[11. Strongholds]]></title><description><![CDATA[When PCs wish to construct strongholds or any other type of building, the following procedure should be used:
Permission: It may be necessary to secure permission to build from an existing authority over the land. This may not be required if the land is uncharted wilderness.
Clear land: If the construction site is in the wilderness, all monsters in a 6-mile area (i.e., one hex on a typical small-scale wilderness map) must be killed or driven off.
Design: The player creates a plan for the stronghold and calculates the costs (see construction prices in Structures.
Review: The referee should review and approve the player’s plans.
Hire engineers: For every 100,000gp cost of the stronghold, the PC must hire one engineer (see Specialists).
Construction: Construction may commence once the land has been cleared and construction materials delivered. The time required depends entirely on the stronghold’s total price: one day of game time per 500 gp.
Prepare for settlers: If the PC wishes to find a dominion and attract settlers, a wider area around the stronghold should be cleared of dangers.
Permission: While local rulers may allow PCs to build in a town, it is unlikely that they will grant permission to construct castles or fortifications.Costs: When building in an existing town or city, the proximity of materials and labor dramatically reduces the costs. Stone buildings: Reduced by 60%. Wooden buildings: Reduced by 80%. Mercenaries may be hired to conduct patrols to prevent monsters from returning to cleared lands. These patrols can cover a maximum radius of 18 miles around a stronghold (6 miles in inhospitable terrain such as swamps, mountains, or thick jungle). If the area to be maintained is larger, additional garrisons must be stationed at intervals.The PC may wish to attract settlers into a cleared area. In addition to ensuring the safety of surrounding lands, the character will have to fund the construction of other buildings (e.g., accommodation, commercial facilities, transport infrastructure, etc.) to attract settlers. Advertising may also be necessary. The referee will determine the costs involved and how many settlers are attracted.If settlers move into the PC’s domain, the character can expect to gain 10 gp of taxes per year from each settler.Barbican: Heavily fortified entry/exit point in a castle wall: two small towers, a gatehouse, and a drawbridge.Bastion: Semi-circular tower built against a castle wall. 30’ base, 30’ high, walls 5’ thick.Civilian building, stone: Two levels; wooden stairs, doors, floors, and roof; attic. The outer wall is 120’ long (e.g., 30’×30’), walls 1–2’ thick.Civilian building, wood: Two levels; wooden stairs, doors, floors, and roof; attic. The outer wall is 120’ long (e.g., 30’×30’).Drawbridge: Raisable wooden bridge crossing a moat. It may be attached to a gatehouse. 10’ long.Gatehouse: Fortified entry/exit point in a castle wall. Includes a portcullis. 30’×30’ base, 20’ high, walls 5’ thick.Keep: Fortified, central building of a castle. 60’ square, 80’ high, walls 10’ thick.Moat: Defensive ditch, often filled with water. 100’ long, 20’ wide, 10’ deep.Subterranean passage: Typical 10’×10’×10’ dungeon passageway.Tower, large: Round tower, either freestanding or built into a castle wall. 30’ base, 40’ high, walls 5’ thick.Tower, small: Round tower, either freestanding or built into a castle wall. 20’ base, 30’ high, walls 5’ thick.Wall, castle: A stone wall with battlements. 100’ long, 20’ high, 10’ thick.Bastions of dimensions other than those listed may be constructed. Use the guidelines for towers, below, and divide by two.Higher castle walls may be constructed at an increased cost. A 100’ length of 30’ high wall costs 7,500 gp. Every additional 10’ height beyond this (up to a maximum of 60’ tall) costs 5,000 gp.Towers of dimensions other than those listed may be constructed. The cost is determined by the tower's height and its base's diameter (in feet).
Maximum height: Twice the base diameter.
Up to the base diameter: Each 10’ height costs 200 gp × the base diameter.
Above the base diameter: Each 10’ height costs 400 gp × the base diameter.
A 60’ high tower with a 40’ diameter base will be constructed.The cost will be 8,000 gp (40 × 200 gp) per 10’ for the first 40’ of height and 16,000 gp (40 × 400 gp) per 10’ for the remainder of the height.The total cost is thus (8,000 gp × 4) + (16,000 gp × 2) = 64,000 gp.The common interior features of a stronghold are listed in the table below.For simplicity, the cost of a stronghold may be increased by 25% to account for interior details, including: reinforced doors, stone stairs, flagstone flooring, tile roofing, windows or arrow slits, bars and shutters on windows, and standard furnishings.The table below may be consulted if the group wishes to perform more detailed calculations or if additional features are desired.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/3.-equipment-&amp;-services/11.-strongholds.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/3. Equipment &amp; Services/11. Strongholds.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Cure Light Wounds]]></title><description><![CDATA[1st Level Cleric SpellDuration: InstantRange: The caster or a creature touchedThis spell has two usages:
Healing a living subject: Restores 1d6+1 hit points of damage. This cannot raise the subject’s hit points above their normal maximum.
Curing paralysis: Paralysing effects are negated.
Inflicts 1d6+1 hit points of damage to a touched creature. In combat, a melee attack roll is required.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-cure-light-wounds.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Cure Light Wounds.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Detect Evil]]></title><description><![CDATA[1st Level Cleric SpellDuration: 6 turnsRange: 120’Objects under an evil enchantment and living beings with evil intentions are caused to magically glow.
Intent only: The caster cannot read the thoughts of creatures with evil intent.
Definition of evil: The referee must judge what is classified as evil. Beings of chaotic alignment do not always have evil intent. Traps and poisons, while potentially harmful, are not evil.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-detect-evil.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Detect Evil.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Detect Magic]]></title><description><![CDATA[1st Level Cleric SpellDuration: 2 turnsRange: 60’Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-detect-magic.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Detect Magic.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Light]]></title><description><![CDATA[1st Level Cleric SpellDuration: 12 turnsRange: 120’This spell has three usages:
Conjuring light: In a 15’ radius. The magical light is sufficient for reading but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded for the duration. A blind creature cannot attack.
Cancelling darkness: Light may cancel a darkness spell (see below).
Creates a 15’ radius area of magical blackness, preventing normal sight (but not infravision. Like light, it may alternatively be used to blind creatures or to dispel a light spell.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-light.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Light.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Protection from Evil]]></title><description><![CDATA[1st Level Cleric SpellDuration: 12 turnsRange: The casterThis spell wards the caster from attacks by creatures of another alignment, as follows:
Bonuses: The caster gains a +1 bonus to saving throws against attacks or special abilities of affected creatures.
Affected creatures’ attacks: Against the caster are penalized by -1.
Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from attacking the caster in melee, though they may still make ranged attacks. If the caster engages such a creature in melee, this protection is broken (the caster still gains the save and attack bonuses mentioned above).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-protection-from-evil.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Protection from Evil.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Purify Food and Water]]></title><description><![CDATA[1st Level Cleric SpellDuration: PermanentRange: 10’Poisoned, rotten, spoiled, or contaminated food and water are purified. One of the following may be affected:
Drink: 6 quarts.
Rations: One ration (iron or standard).
Unpreserved food: A quantity sufficient for 12 people.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-purify-food-and-water.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Purify Food and Water.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Remove Fear]]></title><description><![CDATA[1st Level Cleric SpellDuration: 2 turnsRange: The caster or a creature touchedThe creature touched is calmed and purged of fear.
Magically induced fear: Is dispelled if the subject makes a saving throw versus spells, with a +1 bonus per level of the caster.
Causes a target within 120’ to flee for the duration unless they save versus spells.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-remove-fear.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Remove Fear.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Resist Cold]]></title><description><![CDATA[1st Level Cleric SpellDuration: 6 turnsRange: 30’All creatures within range are protected from cold, as follows:
Normal cold: Unharmed by non-magical freezing temperatures.
Save bonus: Gain a +2 bonus to saving throws versus cold-based effects (e.g. magic or breath attacks).
Cold-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 damage.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/1-resist-cold.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/1 - Resist Cold.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Bless]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 6 turnsRange: 60’May be used in one of two situations:
Battle: Allies within a 20’ square area who are not yet in melee gain a +1 bonus to attack and damage rolls and a +1 bonus to morale.
Ritual: Casting bless may also form part of rituals of purification or consecration, at the referee’s discretion.
Incurs a -1 penalty to morale checks, attack rolls, and damage rolls of enemies within a 20’ square area. A save versus spells is allowed to resist the blight.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-bless.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Bless.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Find Traps]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 2 turnsRange: 30’Trapped areas are caused to magically glow with a faint blue light.
Magical and mechanical traps: Are both revealed.
No knowledge: About the nature of traps or how to deactivate them is gained.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-find-traps.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Find Traps.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Hold Person]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 9 turnsRange: 180’This spell causes one or more humans, demihumans, or human-like monsters (see Persons) to be paralyzed if they fail a saving throw versus spells. It may be cast in two ways:
Against an individual: The target’s saving throw is penalized by -2.
Against a group: 1d4 individuals in the group are targeted.
Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit Point Modifiers) are not affected.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-hold-person.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Hold Person.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Know Alignment]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 1 roundRange: 10’Reveals the alignment of one character, monster, object, or area within range. (Most objects or areas do not have an alignment, but magic items or holy places may.)]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-know-alignment.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Know Alignment.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Resist Fire]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 2 turnsRange: 30’A single creature is bestowed with supernatural resistance to fire, as follows:
Normal heat: Unharmed by non-magical heat or fire.
Save bonus: Gain a +2 bonus to saving throws versus fire-based effects (e.g. magic or breath attacks).
Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 damage.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-resist-fire.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Resist Fire.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Silence 15' Radius]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 12 turnsRange: 180’A 15’ radius area is rendered utterly silent.
Within the area: All sound is prevented. Conversation and spellcasting are impossible.
Noise from outside the area: Can be heard by those within it.
Casting upon a creature: Silence may be cast upon a creature, which must save versus spells. If the save fails, the 15’ radius area of silence moves with the creature. If the save succeeds, the spell’s effect remains stationary—the targeted creature may move out of it.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-silence-15&apos;-radius.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Silence 15&apos; Radius.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Snake Charm]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 1d4+1 rounds or turnsRange: 60’One or more snakes are rendered non-hostile, rearing up and swaying to and fro but not attacking.
HD affected: The spell affects up to 1 HD of snakes per level of the caster. For example, a 6th-level caster could affect three 2 HD snakes, two 3 HD snakes, etc.
Duration: When cast on snakes that are already attacking, the spell lasts for 1d4+1 rounds. Otherwise, it lasts for 1d4+1 turns.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-snake-charm.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Snake Charm.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Speak with Animals]]></title><description><![CDATA[2nd Level Cleric SpellDuration: 6 turnsRange: 30’The caster can communicate with one type of animal within range when the spell is cast.
Type of animal: Normal or giant animal species may be selected. Intelligent animals and fantastic monsters may not.
Services: Animals that are friendly towards the caster may be persuaded to perform a service. The service must be within an animal’s comprehension and capabilities.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/2-speak-with-animals.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/2 - Speak with Animals.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Continual Light]]></title><description><![CDATA[3rd Level Cleric SpellDuration: PermanentRange: 120’This spell has three usages:
Conjuring light: In a 30’ radius. The magical light is as bright as full daylight (creatures that suffer attack penalties in daylight are affected). The spell may be cast upon an object, in which case, the light moves with the object.
Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded. A blind creature cannot attack.
Cancelling darkness: Continual light may cancel a continual darkness spell (see below).
Creates a 30’ radius area of magical blackness, preventing both normal sight and infravision. Light sources brought within the area of darkness do not illuminate it. Like continual light, it may alternatively be used to blind creatures or to dispel a continual light spell.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/3-continual-light.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/3 - Continual Light.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Cure Disease]]></title><description><![CDATA[3rd Level Cleric SpellDuration: InstantRange: 30’This spell has two usages:
Cure a subject of any disease: Including those of magical origin.
Kill green slime: This monster is killed instantly.
The victim must save versus spells or be afflicted with a horrid disease of withering:
Death: Within 2d12 days.
Attack penalty: -2 to attack rolls.
Natural healing: Takes twice the usual amount of time.
Magical healing: Is utterly ineffective.
Curing: This disease can be cured with a casting of cure disease.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/3-cure-disease.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/3 - Cure Disease.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Growth of Animal]]></title><description><![CDATA[3rd Level Cleric SpellDuration: 12 turnsRange: 120’This spell doubles the size and strength of a single animal.
Damage: The damage inflicted by the animal’s attacks is doubled.
Load: The amount of weight the animal can carry is doubled.
Restrictions: This spell may be used on normal or giant animals, but intelligent animals, magical animals, and fantastic monsters are unaffected.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/3-growth-of-animal.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/3 - Growth of Animal.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Locate Object]]></title><description><![CDATA[3rd Level Cleric SpellDuration: 6 turnsRange: 120’The caster can sense the direction (but not the distance) of an object. One of two types of object may be located:
General class: An object of a general class (e.g. a stairway, an altar, etc). In this case, the nearest object of that type is located.
Specific object: A specific object which the caster can clearly visualize in all aspects.
Restrictions: This spell cannot be used to locate creatures.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/3-locate-object.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/3 - Locate Object.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Remove Curse]]></title><description><![CDATA[3rd Level Cleric SpellDuration: Instant / Permanent (curse)Range: The caster or a creature touchedThis spell removes a single curse from the subject. It may allow a character to discard a cursed magic item.Places a deleterious effect upon a creature, if it fails a save versus spells.
Effects: The exact form and effects of the curse are determined by the caster.
Maximum possible effects include: A –2 penalty to saving throws, a –4 penalty to attack rolls, reducing an ability score by 50%.
Multiple curses: May afflict a creature, as long as each has a different effect.
Referee judgement: The referee should judge the effects of this spell and may turn overly powerful curses back onto the caster!
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/3-remove-curse.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/3 - Remove Curse.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Striking]]></title><description><![CDATA[3rd Level Cleric SpellDuration: 1 turnRange: 30’A single weapon is enchanted:
Damage: It deals an additional 1d6 damage.
Treated as magical: It is able to harm monsters which are normally only harmed by magical weapons.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/3-striking.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/3 - Striking.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Create Water]]></title><description><![CDATA[4th Level Cleric SpellDuration: PermanentRange: TouchThis spell causes a magical fount to spring forth from the ground or a wall.
Volume: The fount produces approximately 50 gallons of water—enough to sustain twelve humans and twelve mounts for one day.
Higher level casters: If the caster is higher than 8th-level, water sufficient for an additional twelve humans, and mounts are produced for each level beyond 8th.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/4-create-water.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/4 - Create Water.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Cure Serious Wounds]]></title><description><![CDATA[4th Level Cleric SpellDuration: InstantRange: The caster or a creature touchedThe caster’s touch heals 2d6+2 hit points of damage in one living subject. This cannot raise the subject’s hit points above their normal maximum.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/4-cure-serious-wounds.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/4 - Cure Serious Wounds.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Neutralize Poison]]></title><description><![CDATA[4th Level Cleric SpellDuration: InstantRange: The caster or a creature or object touchedThis spell has two usages:
Characters: Neutralize the effects of poison on a character. A character who has died from poisoning can be revived, if neutralize poison is cast within ten rounds.
Items: Remove poison from an item.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/4-neutralize-poison.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/4 - Neutralize Poison.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Protection from Evil 10' Radius]]></title><description><![CDATA[4th Level Cleric SpellDuration: 12 turnsRange: 10’ around the casterThis spell wards the caster and all allies within 10’ from attacks by creatures of another alignment, as follows:
Bonuses: Those warded gain a +1 bonus to saving throws against attacks or special abilities of affected creatures.
Affected creatures’ attacks: Against those warded are penalized by -1.
Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from making melee attacks against those warded, though they may still make ranged attacks. If any of the warded party engages such a creature in melee, this protection is broken (those warded still gain the save and attack bonuses mentioned above).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/4-protection-from-evil-10&apos;-radius.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/4 - Protection from Evil 10&apos; Radius.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Speak with Plants]]></title><description><![CDATA[4th Level Cleric SpellDuration: 3 turnsRange: 30’This spell has two usages:
Normal plants: Communication with normal plants. The caster may ask for simple favors and plants may comply if the request is within their comprehension and capabilities. For example, densely overgrown plants may clear a passageway through which the caster and party may travel.
Monstrous plants: Communication with plant-like or plant-based monsters.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/4-speak-with-plants.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/4 - Speak with Plants.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Sticks to Snakes]]></title><description><![CDATA[4th Level Cleric SpellDuration: 6 turnsRange: 120’2d8 normal sticks are miraculously transformed into snakes that follow the caster’s orders.
Reversion: The snakes become sticks once more if killed or when the duration ends.
AC 6 [13], HD 1 (4hp), Att 1 × bite (1d4), THAC0 19 [0], MV 90’ (30’), SV D12 W13 P14 B15 S16 (1), ML 7, AL Neutral, XP 10 (13 if poisonous)
Poison: There is a 50% chance of the snakes being poisonous.
When killed: Revert back to sticks.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/4-sticks-to-snakes.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/4 - Sticks to Snakes.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Commune]]></title><description><![CDATA[5th Level Cleric SpellDuration: 3 turnsRange: The casterThis spell allows the caster to contact a divine power and ask questions.
Questions: The caster may ask three questions per casting. Once per year, the caster may instead ask six questions.
Answers: Each question receives a simple “yes” or “no” answer.
Usage limit: Commune may only be cast once per week. If the referee feels this spell is being overused, its usage may be limited to once per month.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/5-commune.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/5 - Commune.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Create Food]]></title><description><![CDATA[5th Level Cleric SpellDuration: PermanentRange: Appears in the caster’s presenceConjures food from thin air.
Volume: Food sufficient for twelve humans and twelve mounts for one day is conjured.
Higher level casters: If the caster is higher than 8th-level, food is sufficient for an additional 12 humans, and mounts are produced for each level beyond 8th.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/5-create-food.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/5 - Create Food.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Dispel Evil]]></title><description><![CDATA[5th Level Cleric SpellDuration: Concentration (up to 1 turn) or instant (see below)Range: 30’This spell has three uses:
Ward: By concentrating and remaining stationary, enchanted or undead monsters that come within range may be banished or destroyed. Each monster may save versus spells to avoid banishment or destruction. If a monster’s save succeeds, it flees the affected area.
Target single monster: Instantly banish or destroy a single enchanted or undead monster within range. The monster may save versus spells (with a -2 penalty) to avoid banishment or destruction. If the monster’s save succeeds, it flees the affected area.
Dispel curse: Instantly dispel the hold that a cursed item has over a being within range.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/5-dispel-evil.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/5 - Dispel Evil.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Insect Plague]]></title><description><![CDATA[5th Level Cleric SpellDuration: Concentration (up to 1 day)Range: 480’Cast above ground, this spell conjures a 60’ diameter swarm of flying insects with the following properties:
Movement: 20’ per round. While the swarm is within range, the caster is able to direct its movements.
Vision: Within the area of the swarm is obscured.
Creatures of 2 HD or less: Are driven away, if caught within the swarm.
Concentration: If the caster moves or loses concentration, the swarm dissipates, ending the spell.
Restrictions: The spell has no effect if cast underground.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/5-insect-plague.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/5 - Insect Plague.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Quest]]></title><description><![CDATA[5th Level Cleric SpellDuration: Until quest is completed / Instant (remove quest)Range: 30’The caster commands a single subject to perform a specific quest or task.
Examples: Rescuing a prisoner, killing a specific monster, bringing a magic item to the caster, or going on a journey to a holy site.
Suicidal quests: The prescribed quest must not be obviously suicidal.
Saving throw: The subject may save versus spells, with success indicating that the quest has no effect.
Refusal: Otherwise, the subject must undertake the quest or fall under a curse (per the curse spell, with the exact nature of the curse determined by the referee.
Completion: Once the task is completed, the spell ends.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/5-quest.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/5 - Quest.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Raise Dead]]></title><description><![CDATA[5th Level Cleric SpellDuration: InstantRange: 120’This spell has two usages:
Restore life: To a recently deceased human or demihuman. See below.
Destroy undead: A single undead monster is destroyed, if it fails a saving throw versus spells.
Restoring life: When used to restore life, the following stipulations apply:
Time limit: The caster can raise a person who has been dead for no longer than four days per level of the caster above 7th. For example, a 10th-level caster can revive a character that has been dead for twelve days (three levels above 7th × four days).
Weakness: Returning from death is an ordeal. Until the subject gets two full weeks of bed rest, they have 1 hit point, move at half the normal rate, cannot carry heavy items, and cannot attack, cast spells, or use other class abilities. This period of weakness may not be shortened by any magical healing.
Directs a ray of deadly magic at a single target. If the target fails a saving throw versus death, it dies instantly. Casting finger of death is a chaotic act; it will only be used by lawful casters in desperate situations.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/cleric-spells/5-raise-dead.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Cleric Spells/5 - Raise Dead.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Charm Person]]></title><description><![CDATA[1st Level Magic-User SpellDuration: One or more days (see below)Range: 120’A single human, demihuman, or human-like monster (see Persons must save versus spells) or be charmed, as follows:
Friendship: The subject regards the caster as a close friend and will come to the caster’s defense.
Commands: If they share a language, the caster may give the charmed creature commands, which they will obey.
Subject’s nature: The subject may resist commands that contradict their habits or alignment.
Suicidal commands: Are always refused.
Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit Point Modifiers) are not affected.Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on their INT score. If one of these saves succeeds, the spell ends.
INT 3–8: New save once every month.
INT 9–12: New save each week.
INT 13–18: New save once every day.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-charm-person.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Charm Person.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Detect Magic]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 2 turnsRange: 60’Enchanted objects, areas, or creatures are caused to glow. Both permanent and temporary enchantments are revealed.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-detect-magic.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Detect Magic.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Floating Disc]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 6 turnsRange: 6’Conjures an invisible disc of magical force that can be used to carry loads.
Dimensions: The disc is shaped like a round shield: around 3 feet across and slightly concave.
Load: It can hold a maximum load of 5,000 coins (500 pounds).
Motion: The disc floats at waist height, following the caster as it moves.
End: Anything placed on the disc is dropped when it disappears at the end of the spell’s duration.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-floating-disc.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Floating Disc.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Hold Portal]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 2d6 turnsRange: 10’Magically prevents a portal (e.g. door, gate, etc.) from being opened.
Opening by magic: A knock spell opens the held portal instantly.
Opening by force: Creatures with at least 3 Hit Dice more than the caster can open the held portal with one round of effort.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-hold-portal.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Hold Portal.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Light]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 6 turns +1 per levelRange: 120’This spell has three usages:
Conjuring light: In a 15’ radius. The magical light is sufficient for reading but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded for the duration. A blind creature cannot attack.
Cancelling darkness: Light may cancel a darkness spell (see below).
Creates a 15’ radius area of magical blackness, preventing normal sight (but not infravision. Like light, it may alternatively be used to blind creatures or to dispel a light spell.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-light.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Light.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Magic Missle]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 1 turnRange: 150’This spell conjures a glowing dart of energy that the caster may choose to shoot at a visible target within range.
Hit: The missile hits unerringly (no attack roll or saving throw is required).
Damage: The missile inflicts 1d6+1 damage.
Higher level casters: May conjure more missiles: two additional missiles are conjured per five experience levels the caster has gained (i.e. three missiles at 6th–10th level, five missiles at 11th–15th level, etc.). Multiple missiles may be directed at a single target.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-magic-missle.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Magic Missle.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Protection from Evil]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 6 turnsRange: The casterThis spell wards the caster from attacks by creatures of another alignment, as follows:
Bonuses: The caster gains a +1 bonus to saving throws against attacks or special abilities of affected creatures.
Affected creatures’ attacks: Against the caster are penalized by -1.
Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from attacking the caster in melee, though they may still make ranged attacks. If the caster engages such a creature in melee, this protection is broken (the caster still gains the save and attack bonuses mentioned above).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-protection-from-evil.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Protection from Evil.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Read Languages]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 2 turnsRange: The casterThe caster gains the ability to understand written information in any language, including coded messages or symbols (e.g. on treasure maps). No ability to speak unknown languages is conferred.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-read-languages.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Read Languages.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Read Magic]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 1 turnRange: The casterAllows the caster to decipher magical script or runes, as follows:
Scrolls: The magical script of a scroll of arcane spells can be understood. The caster is then able to activate the scroll at any time in the future.
Spell books: A spell book written by another arcane spell caster can be deciphered.
Inscriptions: Runes or magical words inscribed on an object or surface can be understood.
Reading again: Once the caster has used this spell to decipher a magical inscription, they can always understand that script again without read magic.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-read-magic.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Read Magic.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Shield]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 2 turnsRange: The casterConjures a barrier of magic that gives the caster an improved AC:
Against missile attacks: AC 2 [17].
Against other attacks: AC 4 [15].
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-shield.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Shield.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Sleep]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 4d4 turnsRange: 240’It causes creatures (except undead to fall into a magical slumber. The spell may target either:
A single creature with 4+1 Hit Dice (see Hit Point Modifiers).
A total of 2d8 Hit Dice of creatures of 4 HD or lower each.
When targeting creatures of 4 HD or less, the following rules apply:
Weakest first: Targets with the least HD are affected first.
HD: Treat monsters with less than 1 HD as having 1 HD and monsters with a fixed hit point bonus as having the flat HD. (For example, a 3+2 HD monster would be treated as having 3 HD.)
Killing: A single attack with a bladed weapon can kill a creature enchanted by this spell.Awakening: Enchanted creatures can be forcefully awakened (e.g., by slapping).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-sleep.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Sleep.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1 - Ventriloquism]]></title><description><![CDATA[1st Level Magic-User SpellDuration: 2 turnsRange: 60’Allows the caster to cause their voice to emanate from anywhere within range (e.g., a statue, a tapestry, an animal).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/1-ventriloquism.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/1 - Ventriloquism.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Continual Light]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: PermanentRange: 120’This spell has three usages:
Conjuring light: In a 30’ radius. The magical light is sufficient for reading but is not as bright as daylight. The spell may be cast upon an object, in which case the light moves with the object.
Blinding a creature: By casting the spell upon its eyes. If the target fails a saving throw versus spells, it is blinded. A blind creature cannot attack.
Cancelling darkness: Continual light may cancel a continual darkness spell (see below).
Creates a 30’ radius area of magical blackness, preventing both normal sight and infravision. Light sources brought within the area of darkness do not illuminate it. Like continual light, it may alternatively be used to blind creatures or to dispel a continual light spell.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-continual-light.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Continual Light.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Detect Evil]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 2 turnsRange: 60’Objects under an evil enchantment and living beings with evil intentions are caused to magically glow.
Intent only: The caster cannot read the thoughts of creatures with evil intent.
Definition of evil: The referee must judge what is classified as evil. Beings of chaotic alignment do not always have evil intent. Traps and poisons, while potentially harmful, are not evil.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-detect-evil.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Detect Evil.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Detect Invisable]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 6 turnsRange: 10’ per levelInvisible creatures or items in range are revealed to the caster.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-detect-invisable.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Detect Invisable.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - ESP]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 12 turnsRange: 60’This spell grants the caster the ability to perceive and understand the thoughts of other living creatures.
Focus for 1 turn: To pick up thoughts, the caster must focus their concentration in one direction for one turn.
After this turn: The thoughts of all creatures within range in that direction can be perceived.
Multiple creatures: If multiple creatures are within range in the direction being focused on, the caster perceives an incomprehensible mix of all their thoughts. If the caster focuses on an additional turn, they can filter out and understand a single creature’s thoughts.
Meaning: The caster can magically understand thoughts in languages they do not speak.
Obstructions: ESP' is obstructed by a thin layer of lead or by rock 2’ thick or greater.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-esp.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - ESP.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Invisability]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: Permanent (but may be broken, see below)Range: 240’The caster or another creature or object within range becomes invisible:
If cast on a creature: Any gear the subject is carrying is also rendered invisible (this includes clothing and armor). Items subsequently put down become visible. If the subject attacks or casts a spell, the invisibility is broken, ending the spell.
If cast on an object: The invisibility is permanent.
Light sources: If a light source is made invisible (either as part of a creature’s gear or as an individual object), the light it casts is unaffected.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-invisability.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Invisability.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Knock]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 1 roundRange: 60’Causes locked, barred, secured, or stuck doors, gates, chests, and so forth to open.
Magically held doors: Are affected (e.g. hold portal, wizard lock).
Secret doors: May be opened, but they must be known to the caster.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-knock.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Knock.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Levitate]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 6 turns +1 per levelRange: The casterThis enchantment allows the caster to move up and down through the air:
Vertical: Vertical movement as desired, at up to 20’ per round.
Horizontal: The caster can move laterally by pushing against solid objects.
Weight: A normal amount of weight can be carried while levitating.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-levitate.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Levitate.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Locate Object]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 2 turnsRange: 60’ +10’ per levelThe caster can sense the direction (but not the distance) of an object. One of two types of object may be located:
General class: An object of a general class (e.g. a stairway, an altar, etc). In this case, the nearest object of the type is located.
Specific object: A specific object known to the caster.
Restrictions: This spell cannot be used to locate creatures.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-locate-object.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Locate Object.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Mirror Image]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 6 turnsRange: The caster1d4 illusory images of the caster appear.
Behavior: The mirror images look and behave exactly as the caster.
Attacks on the caster: Destroy one of the mirror images (even if the attack misses).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-mirror-image.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Mirror Image.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Phantasmal Force]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: ConcentrationRange: 240’A visual illusion of the caster’s choosing manifests in a 20’ cube area. Three types of illusions may be created:
An illusionary monster: That can be directed to attack. The monster has an Armor Class of 9 [10] and will vanish if hit in combat.
An illusionary attack: For example, an avalanche, a falling ceiling, a magic missile, etc. Targets who save versus spells are unaffected.
A scene: Either changing the appearance of the affected area or creating the appearance of something new. The scene disappears if touched.
Stipulations: The following apply:
Concentration: Required to maintain the illusion. If the caster moves or loses concentration, the spell ends.
Illusionary monsters or attacks: May appear to be harmful but no real damage is ever inflicted. A character who appears to die actually falls unconscious, a character turned to stone will actually be paralyzed, and so on. Such effects last for 1d4 turns.
Illusions from imagination: If the illusion is of something the caster has not personally seen, the referee should grant targets a bonus to any applicable saving throws.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-phantasmal-force.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Phantasmal Force.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Web]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: 48 turnsRange: 10’Conjures a volume of sticky webbing, blocking a 10’ cube area.
Entanglement: Creatures caught within a web become entangled among the gluey fibers. Entangled creatures can’t move, but can break free depending on their strength (see below).
Flammable: The web can be destroyed by fire in two rounds. All creatures caught within flaming webs suffer 1d6 damage from the flames.
Breaking free: Depends on STR:
Normal human range: The creature can break free in 2d4 turns.
Magically augmented STR above 18: The creature can break free in 4 rounds.
Giant strength: The creature can break free in 2 rounds.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-web.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Web.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2 - Wizard Lock]]></title><description><![CDATA[2nd Level Magic-User SpellDuration: PermanentRange: 10’A wizard lock spell magically locks a door, gate, similar portal, or any item that has a lock. The magical lock is permanent but may be bypassed as follows:
The caster: Can freely pass through any portals locked by their own spell.
A *knock* spell: Allows passage.
Higher level casters: Magic-using characters 3 or more levels higher than the caster of wizard lock may pass.
Temporary: Bypassing does not destroy a wizard lock.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/2-wizard-lock.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/2 - Wizard Lock.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Clairvoyance]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 12 turnsRange: 60’The caster gains the ability to see through the eyes of other living creatures.
Focus for 1 turn: To establish a connection with a creature, the caster must focus their concentration in one particular direction for one turn.
After this turn: The visual perceptions of one creature within range in that direction are relayed to the caster.
Switching: Once a connection is established, the caster may choose to maintain it or to change to another subject.
Obstructions: Clairvoyance is obstructed by a thin layer of lead or by rock 2’ thick or greater.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-clairvoyance.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Clairvoyance.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Dispel Magic]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: InstantRange: 120’Dispel magic ends spell effects within a 20’ cube area.
Caster levels: Effects created by lower-level casters are automatically dispelled. Effects created by higher-level casters have a 5% chance per level difference of not being dispelled.
Magic items: Are unaffected.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-dispel-magic.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Dispel Magic.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Fireball]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: InstantRange: 240’Flame streaks towards a point within range and detonates in a 20’ radius sphere.
Damage: Creatures caught in the fire ball suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-fireball.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Fireball.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Fly]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 1d6 turns +1 per levelRange: The caster or a creature touchedThe subject gains the ability to fly through the air.
Movement rate: Up to 360’ (120’).
Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-fly.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Fly.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Haste]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 3 turnsRange: 240’Up to 24 creatures in a 30’ radius area are enchanted to be able to move and act twice as quickly as normal:
Movement: Subjects’ maximum movement rates are doubled.
Attacks: Subjects may make double the normal number of attacks per round.
Spells: The number of spells a subject may cast per round is not doubled.
Magical devices: The use of devices such as wands is also not doubled.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-haste.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Haste.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Hold Person]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 1 turn per levelRange: 120’This spell causes one or more humans, demihumans, or human-like monsters (*see Persons*) to be paralyzed if they fail a saving throw versus spells. It may be cast in two ways:
Against an individual: The target’s saving throw is penalized by -2.
Against a group: 1d4 individuals in the group are targeted.
Restrictions: Undead and human-like monsters of greater than 4+1 HD (see Hit Point Modifiers are not affected.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-hold-person.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Hold Person.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Infravision]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 1 dayRange: The caster or a creature touchedGrants infravision to 60’.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-infravision.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Infravision.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Invisability 10' Radius]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: Permanent (but may be broken; see below)Range: 120’A selected creature and all creatures within 10’ of it become invisible:
Area: The 10’ radius area of the spell’s effect moves with the chosen creature.
Exiting the area: Subjects that move more than 10’ away from the chosen creature become visible.
Entering the area: Creatures that move into the area after the spell is cast do not become invisible.
Gear: Any gear a subject is carrying is also rendered invisible. Items subsequently put down become visible. Carried light sources become invisible, but the emitted light does not.
Breaking the invisibility: If a subject attacks or casts a spell, the invisibility is broken for that subject.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-invisability-10&apos;-radius.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Invisability 10&apos; Radius.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Lightning Bolt]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: InstantRange: 180’A bolt of lightning 60’ long and 5’ wide blasts from a point within range.
Damage: Creatures caught in the lightning bolt suffer 1d6 damage per level of the caster, with a successful save versus spells indicating half damage.
Bouncing: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the caster.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-lightning-bolt.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Lightning Bolt.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Protection from Evil 10' Radius]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 12 turnsRange: 10’ around the casterThis spell wards the caster and all allies within 10’ from attacks by creatures of another alignment, as follows:
Bonuses: Those warded gain a +1 bonus to saving throws against attacks or special abilities of affected creatures.
Affected creatures’ attacks: Against those warded are penalized by -1.
Enchanted, constructed, or summoned creatures: The spell additionally prevents such creatures from making melee attacks against those warded, though they may still make ranged attacks. If any of the warded party engages such a creature in melee, this protection is broken (those warded still gain the save and attack bonuses mentioned above).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-protection-from-evil-10&apos;-radius.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Protection from Evil 10&apos; Radius.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Protection from Normal Missles]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 12 turnsRange: 30’A single subject in range gains complete immunity to small, non-magical missiles (e.g., no protection is granted against hurled boulders or enchanted missiles).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-protection-from-normal-missles.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Protection from Normal Missles.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3 - Water Breathing]]></title><description><![CDATA[3rd Level Magic-User SpellDuration: 1 dayRange: 30’Bestows the ability to breathe water upon a single subject.
Breathing air: The spell does not affect the subject’s ability to breathe air.
Underwater movement: Is also not enhanced or affected.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/3-water-breathing.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/3 - Water Breathing.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Charm Moster]]></title><description><![CDATA[4th Level Magic-User SpellDuration: One or more days (see below)Range: 120’This spell places a charm upon either 3d6 creatures of 3 HD or less or a single creature of more than 3 HD. Each subject must make a save versus spells or be charmed as follows:
Friendship: Charmed creatures regard the caster as a close friend and will come to the caster’s defense.
Commands: If they share a language, the caster may give charmed creatures commands, which they will obey.
Subject’s nature: Charmed creatures may resist commands that contradict their habits or alignment.
Suicidal commands: Are always refused.
Restrictions: Undead are not affected.Duration: The charm lasts indefinitely, but the subject is allowed to make further saves versus spells at intervals, depending on its INT score. If one of these saves succeeds, the spell ends.
INT 3–8: New save once every month.
INT 9–12: New save each week.
INT 13–18: New save once every day.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-charm-moster.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Charm Moster.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Confusion]]></title><description><![CDATA[4th Level Magic-User SpellDuration: 12 roundsRange: 120’3d6 creatures within a 30’ radius area are stricken with delusions and become unable to control their actions.
Subjects of 2+1 HD or greater: May save versus spells each round to resist the spell’s effect, acting with free will that round if they make the save.
Subjects of 2 HD or lower: May not make a saving throw.
Behavior: Roll on the following table separately for each affected subject each round to determine how that subject acts that round:
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-confusion.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Confusion.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Dimension Door]]></title><description><![CDATA[4th Level Magic-User SpellDuration: 1 roundRange: 10’The caster or a single creature is instantly transferred to another location up to 360’ distance. The destination may be selected in two ways:
Known location: A location, within 360’, known to the caster.
An unknown location: Specified by a series of offsets (e.g. 120’ north, 160’ east, 80’ up) totaling not more than 360’.
Stipulations: The following apply:
Occupied destination: The spell has no effect if the destination is occupied by a solid object.
If the target is unwilling: It may save versus spells to resist the teleportation.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-dimension-door.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Dimension Door.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Growth of Plants]]></title><description><![CDATA[4th Level Magic-User SpellDuration: PermanentRange: 120’A dense, thorny thicket of vines and brambles overwhelms an area of normal woodland or scrub within range.
Area: An area of up to 3,000 square feet—selected by the caster—is affected (e.g. 150’ × 20’, 100’ × 30’, etc.).
Passage: Only very large creatures can force their way through.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-growth-of-plants.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Growth of Plants.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Hallucinatory Terrain]]></title><description><![CDATA[4th Level Magic-User SpellDuration: Until touchedRange: 240’Hallucinatory terrain either conjures an illusory terrain feature (e.g. a hill, wood, marsh, etc.) or hides an existing terrain feature.
Area: The illusion must fit completely within the spell’s range.
Touching: If an intelligent being touches the illusion, it vanishes, ending the spell.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-hallucinatory-terrain.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Hallucinatory Terrain.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Massmorph]]></title><description><![CDATA[4th Level Magic-User SpellDuration: PermanentRange: 240’Up to 100 human-sized creatures within a 120’ radius area are veiled by illusion to appear as a copse of trees or orchards.
Moving through: Once the illusion is in place, even creatures moving among the veiled subjects are deceived.
Subjects who leave the affected area: Cease to be veiled.
Dismissing: The caster may dismiss the illusion in its entirety at any time.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-massmorph.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Massmorph.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Polymorph Others]]></title><description><![CDATA[4th Level Magic-User SpellDuration: PermanentRange: 60’A living subject is changed into another type of creature, as chosen by the caster:
HD: The spell fails if the new form’s HD is more than twice the subject’s HD.
Hit points: The transformation does not alter the subject’s hit points.
Abilities: The subject truly becomes the new form: all special abilities are acquired, along with behavioral patterns, tendencies, and intelligence.
Specific individuals: The spell cannot be used to duplicate a specific individual.
Reversion: If the subject dies, it returns to its original form.
An unwilling subject: May save versus spells to negate the effect.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-polymorph-others.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Polymorph Others.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Polymorph Self]]></title><description><![CDATA[4th Level Magic-User SpellDuration: 6 turns +1 per levelRange: The casterThe caster transforms themselves into another being:
HD: The new form may not have higher Hit Dice than the caster’s level.
Stats: The transformation does not alter the caster’s hit points, saving throws, attack probabilities, or intelligence.
Physical capabilities: Of the new form (e.g. strength, physical attack forms, modes of movement) are acquired.
Non-physical special abilities: (e.g. immunities, breath weapons, spell casting) are not acquired.
Casting spells: While polymorphed, the caster is unable to cast spells.
Specific individuals: The spell cannot be used to duplicate a specific individual.
Reversion: If the caster dies while polymorphed, they return to their original form.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-polymorph-self.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Polymorph Self.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Remove Curse]]></title><description><![CDATA[4th Level Magic-User SpellDuration: Instant / Permanent (curse)Range: The caster or a creature touchedThis spell removes a single curse from the subject. It may allow a character to discard a cursed magic item.Places a deleterious effect upon a creature, if it fails a save versus spells.
Effects: The exact form and effects of the curse are determined by the caster.
Maximum possible effects include: A –2 saving throw penalty, a –4 attack roll penalty, reducing an ability score by 50%.
Multiple curses: May afflict a creature, as long as each has a different effect.
Referee judgment: The referee should judge the effects of this spell and may turn overly powerful curses back onto the caster!
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-remove-curse.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Remove Curse.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Wall of Fire]]></title><description><![CDATA[4th Level Magic-User SpellDuration: ConcentrationRange: 60’Conjures an opaque curtain of raging flame, shaped as the caster wishes.
Size: The wall can be any length, height, and shape the caster wishes, up to 1,200 sq. ft total. For example, it may be a straight wall 10’ high and 120’ long or a ring 20’ high and 10’ radius.
Location: The wall cannot be created in an area occupied by objects.
Monsters with fewer than 4 HD: Cannot pass the wall of flames.
Monsters with 4 or more HD: Can pass through the wall, but suffer 1d6 damage. Undead and cold-based creatures (e.g. frost salamanders) suffer double damage.
Concentration: The wall persists as long as the caster concentrates on the spell and does not move.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-wall-of-fire.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Wall of Fire.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Wall of Ice]]></title><description><![CDATA[4th Level Magic-User SpellDuration: 12 turnsRange: 120’Conjures a semi-transparent sheet of ice, shaped as the caster wishes.
Size: The wall can be any length, height, and shape the caster wishes, up to 1,200 sq. ft total. For example, it may be a straight wall 10’ high and 120’ long or a ring 20’ high and 10’ radius.
Location: The wall must be supported (e.g. by the ground) and cannot be created in an area occupied by objects.
Monsters with fewer than 4 HD: Cannot pass the wall of ice.
Monsters with 4 or more HD: Can break through through the wall, but suffer 1d6 damage. Fire-based creatures (e.g. flame salamanders) suffer double damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-wall-of-ice.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Wall of Ice.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4 - Wizard Eye]]></title><description><![CDATA[4th Level Magic-User SpellDuration: 6 turnsRange: 240’An invisible, magical eye is conjured that allows the caster to see at a distance.
Movement: The eye can be directed to move within range at up to 120’ per turn.
Seeing through the eye: By concentrating, the caster can see through the eye.
Types of vision: The magical eye grants infravision to 60’ as well as normal vision.
Barriers: Though invisible, the eye is tangible and cannot pass through solid barriers.
Size: The eye is as big as a normal human eye.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/4-wizard-eye.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/4 - Wizard Eye.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Animate Dead]]></title><description><![CDATA[5th Level Magic-User SpellDuration: PermanentRange: 60’Causes corpses or skeletons to rise as undead skeletons or zombies.
Obedient: Created undead obey the caster’s commands.
Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.
Duration: The reanimating magic remains active until dispelled or until the undead are slain.
Number: The spell animates up to 1 Hit Die of zombies or skeletons per level of the caster:
Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
Zombies: Have AC 8 [11] and HD one greater than the creature had in life.
Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th-level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-animate-dead.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Animate Dead.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Cloudkill]]></title><description><![CDATA[5th Level Magic-User SpellDuration: 6 turnsRange: 30’A poisonous fog streams from the caster’s fingertips, filling a 30’ diameter area.
Movement: The fog moves at 60’ (20’), driven by the wind or, in still conditions, away from the caster.
Sinking: Because the fog is denser than air, it sinks to the lowest point, flowing down hills, into holes, and so forth.
Damage: All creatures in contact with the fog suffer 1 damage per round.
Creatures with less than 5 Hit Dice: Must also save versus death (once per round of contact) or die.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-cloudkill.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Cloudkill.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Conjure Elemental]]></title><description><![CDATA[5th Level Magic-User SpellDuration: Permanent (until dismissed or slain)Range: 240’A 16 Hit Dice elemental—a being formed of pure elemental matter—is summoned from an elemental plane of the caster’s choice (air, earth, fire, water) to do the caster’s bidding.
Materials: The summons require a large volume of the appropriate element.
Concentration: Is required to command an elemental.
Dismissing: While control over the elemental is maintained, the caster may dismiss it at any time, sending it back to its plane of origin.
Disruption: If the caster moves at more than half speed or their concentration is disturbed, the command over the elemental ends. It is, henceforth, a free-willed entity and will immediately try to kill the caster and any who get in its way.
Dispelling: A conjured elemental may be dispelled by dispel magic or dispel evil.
Restrictions: The caster may summon at most one elemental from each plane in a single day.Huge vortexes of whirling air.AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 360’ (120’) flying, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
Size: 32’ tall, 8’ across.
Whirlwind: Creatures with less than 2HD swept aside (save versus death).
Mundane damage immunity: Can only be harmed by magical attacks.
Harm flying creatures: Inflict extra 1d8 damage.
Huge, humanoid figures of earth or stone.AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
Size: 16’ tall.
Blocked by water: Cannot cross a channel wider than own height.
Mundane damage immunity: Can only be harmed by magical attacks.
Harm creatures on the ground: Inflict extra 1d8 damage.
Whirling columns of fire.AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 120’ (40’), SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
Size: 16’ tall, 16’ across.
Blocked by water: Cannot cross a channel wider than own diameter.
Mundane damage immunity: Can only be harmed by magical attacks.
Harm cold-based creatures: Inflict extra 1d8 damage.
Huge waves of water.AC -2 [21], HD 16* (72hp), Att 1 × blow (3d8), THAC0 8 [+11], MV 60’ (20’) / 180’ (60’) swimming, SV D2 W3 P4 B3 S6 (16), ML 10, AL Neutral, XP 2,300
Size: 8’ tall, 32’ across.
Water-bound: Must remain within 60’ of water.
Mundane damage immunity: Can only be harmed by magical attacks.
Harm creatures in water: Inflict extra 1d8 damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-conjure-elemental.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Conjure Elemental.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Contact Higher Plane]]></title><description><![CDATA[5th Level Magic-User SpellDuration: One conversationRange: The casterA communication channel is opened to a higher plane of existence, allowing the caster to ask powerful, otherworldly beings for advice and knowledge on any subject.
Plane: The caster must choose which plane of existence to contact: communion with beings of the 3rd to 12th planes is possible via this spell. Higher-numbered planes are home to more powerful and knowledgeable beings.
Questions: The caster may then ask a number of simple yes/no questions equal to the number of the plane contacted. The referee plays the role of the contacted being, responding to the caster’s questions.
Answers: For each question asked, there is a chance of the contacted being not knowing the answer or of answering untruthfully: see the table below. It is impossible to detect whether the entity is lying.
Restrictions: Casting contact higher plane is a great and perilous deed.
Usage limit: It may be cast at most once per week. (The referee may limit the spell’s usage to even less frequently, if desired.)
Insanity: Communion with otherworldly beings of great power can shatter the caster’s sanity. The basic chance is shown in the table below. For every level of the caster above 11, this chance is reduced by 5%. If the caster is driven insane as a result of the communion, the recovery time is a number of weeks equal to the number of the plane contacted.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-contact-higher-plane.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Contact Higher Plane.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Feeblemind]]></title><description><![CDATA[5th Level Magic-User SpellDuration: PermanentRange: 240’An arcane spell caster (e.g. a magic-user or elf within range must save versus spells (at a -4 penalty) or become an imbecile, unable to think clearly or cast spells.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-feeblemind.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Feeblemind.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Hold Monster]]></title><description><![CDATA[5th Level Magic-User SpellDuration: 6 turns +1 per levelRange: 120’This spell causes one or more creatures to be paralyzed if they fail a saving throw versus spells. It may be cast in two ways:
Against an individual: The target’s saving throw is penalized by -2.
Against a group: 1d4 individuals in the group are targeted.
Restrictions: Undead are not affected.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-hold-monster.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Hold Monster.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Magic Jar]]></title><description><![CDATA[5th Level Magic-User SpellDuration: SpecialRange: The casterThe caster’s body enters a comatose trance as their life force is transferred into a receptacle (any inanimate object within 30’), known as a magic jar. From there, the caster may attempt to possess the bodies of other creatures.When the caster’s life force is in the magic jar:
Possession: The caster may attempt to possess the body of another creature within 120’. The victim may save versus spells to resist possession. If the save is successful, the caster may not make another attempt to possess that victim for one turn. If the save fails, the caster’s life force leaves the magic jar and enters the victim, possessing it.
Returning: The caster may choose to return to their own body at any time, ending the spell.
If the magic jar is destroyed: The caster dies.
If the caster’s own body is destroyed: Their life force is stranded in the magic jar.
When the caster’s life-force is possessing a victim:
Control: The caster gains full control over the victim’s body, but is not able to make the victim cast spells.
If the magic jar is destroyed: The spell ends and the caster’s life force is trapped in the possessed body.
If the possessed victim is killed: The caster’s life force returns to the magic jar.
Dispelling: Dispel evil forces the caster’s life force back into the magic jar.
If the caster’s own body is destroyed: Their life force is stranded in the body of the creature being possessed.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-magic-jar.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Magic Jar.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Pass-Wall]]></title><description><![CDATA[5th Level Magic-User SpellDuration: 3 turnsRange: 30’A 5’ diameter hole is temporarily opened in solid rock or stone, forming a passageway up to 10’ deep.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-pass-wall.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Pass-Wall.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Telekinesis]]></title><description><![CDATA[5th Level Magic-User SpellDuration: Concentration (up to 6 rounds)Range: 120’By concentrating, the caster is able to move objects or creatures by the power of thought.
Weight: Up to 200 coins of weight per level of the caster may be targeted.
Movement: The target may be moved up to 20’ per round, in whatever direction the caster wishes (including vertically).
Save: If a creature is targeted, it may save versus spells to resist the spell.
Concentration: If the caster’s concentration is broken, the target will fall.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-telekinesis.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Telekinesis.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Teleport]]></title><description><![CDATA[5th Level Magic-User SpellDuration: InstantRange: 10’The caster or a chosen creature vanishes and reappears at a location of the caster’s choosing.
Gear: The subject is teleported with all its gear, up to its maximum load.
Unwilling subjects: May save versus spells to prevent teleportation.
Destination: This may be at any distance, but must be known to the caster. The destination must be an open space at ground level. (It is not possible to intentionally teleport the subject into mid-air or into solid matter.)
Risk: There is a risk, when teleporting, of accidentally arriving above or below ground level. The chance of a successful teleportation depends on the caster’s knowledge of the destination (see below). Roll d% and consult the table below.
Ground level: The subject appears at the intended destination.Too high: The subject appears 1d10×10’ above the intended destination. If this causes the subject to appear inside solid matter, they die instantly. Otherwise, the subject falls from a height.Too low: The subject appears below the surface of the ground and dies instantly.Knowledge of destination: The caster’s knowledge of the destination is rated as follows:
Scant: A location that the caster has visited once or twice, has seen by magical scrying, or has heard of from descriptions.
Moderate: A location that the caster has visited often or has studied via scrying for several weeks.
Exact: A location that the caster has made a detailed study of, in person.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-teleport.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Teleport.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Transmute Rock to Mud]]></title><description><![CDATA[5th Level Magic-User SpellDuration: 3d6 days / Permanent (transmute mud to rock)Range: 120’Changes an area of rock into thick mud.
Area: Up to 3,000 square feet, 10’ deep.
Movement: Creatures in the mud move at 10% of their normal movement rate and may become stuck.
Permanently changes an area of mud—up to 3,000 square feet and up to 10’ deep—into rock.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-transmute-rock-to-mud.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Transmute Rock to Mud.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5 - Wall of Stone]]></title><description><![CDATA[5th Level Magic-User SpellDuration: PermanentRange: 60’A wall of solid rock appears.
Size: The wall may be of whatever shape the caster desires and is 1,000 cubic feet in volume. (For example, a 2’ thick wall, 50’ long and 10’ high.)
Location: The wall must be supported (e.g. by the ground) and cannot be created in an area occupied by objects.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/5-wall-of-stone.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/5 - Wall of Stone.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Anti-Magic Shell]]></title><description><![CDATA[6th Level Magic-User SpellDuration: 12 turnsRange: The casterWreathes the caster in an anti-magic barrier.
Blocks magic: The barrier blocks all spells and spell effects in both directions, including spells cast by the caster.
Dismissing: At any time the caster wishes, they may dismiss the barrier, ending the spell.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-anti-magic-shell.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Anti-Magic Shell.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Control Weather]]></title><description><![CDATA[6th Level Magic-User SpellDuration: ConcentrationRange: 240 yards around the casterBy concentrating (no movement allowed), the caster causes one of the following conditions to manifest in the surrounding area. This spell only functions outdoors.
Calm: Clears bad weather (though side-effects—e.g. mud after rain—remain.)
Extreme heat: Dries up snow or mud (including *transmute rock to mud. Creatures in the area move at half normal rate.
Fog: Visibility drops to 20’. Creatures in the fog move at half their normal rate. At the referee’s option, they may also have a chance of getting lost.
High winds: Movement rates are halved. Missile fire and flight are impossible. High winds may be used to increase the sailing speed of ships by 50%, if they travel with the wind. In sandy areas, may cause a sandstorm, reducing visibility to 20’.
Rain: -2 penalty to missile attacks. Mud forms in 3 turns, halving movement rates.
Snow: Visibility drops to 20’. Movement rates are halved. Bodies of water may freeze. After the snow thaws, mud remains and still impedes movement.
Tornado: Conjures a whirlwind that the caster directs, moving 120’ per round and attacking as directed (see stats below). Ships caught in a tornado have a 75% chance of suffering 12 points of hull damage.
A whirling column of air, 24’ high and 6’ across, that wreaks havoc for flying creatures and ships.AC 0 [19], HD 12* (54hp), Att 1 × blow (2d8), THAC0 10 [+9], MV 360’ (120’) flying, SV D6 W7 P8 B8 S10 (12), ML 10, AL Neutral, XP 1,900
Whirlwind: Creatures with less than 2HD swept aside (save versus death).
Mundane damage immunity: Can only be harmed by magical attacks.
Harm flying creatures: Inflict extra 1d8 damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-control-weather.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Control Weather.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Death Spell]]></title><description><![CDATA[6th Level Magic-User SpellDuration: InstantRange: 240’Up to 4d8 Hit Dice of creatures within a 60’ cube area must save versus death or die, instantly.Restrictions: Undead and creatures with greater than 7 Hit Dice are unaffected.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-death-spell.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Death Spell.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Disinegrate]]></title><description><![CDATA[6th Level Magic-User SpellDuration: InstantRange: 60’The material form of a single, non-magical creature or object is instantly and permanently destroyed.
If a creature is targeted: It may save versus death to resist disintegration.
Examples of objects: The following might be targeted: a tree, a ship, a 10’ section of wall.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-disinegrate.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Disinegrate.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Geas]]></title><description><![CDATA[6th Level Magic-User SpellDuration: Permanent / Instant (remove geas)Range: 30’The caster commands a subject to perform or avoid performing a specific action.
Examples: Bringing a specific item to the caster, eating or drinking without restraint, and keeping a certain fact secret.
Impossible or deadly tasks: The prescribed geas must not be impossible or directly deadly—if such a geas is cast, it affects the caster, instead.
Saving throw: The subject may save versus spells, to avoid coming under the spell’s effect.
If the save fails: The subject must follow the stipulated course of action or suffer gradually increasing (and eventually fatal) penalties determined by the referee (e.g. penalties to attack, ability score reductions, inability to memorize spells, physical torment and feebleness, etc.).
Can dispel an active geas spell and any incurred penalties. A geas placed by a lower-level caster is automatically dispelled. A geas created by a higher level caster has a 5% chance per level difference of not being dispelled.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-geas.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Geas.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Invisable Stalker]]></title><description><![CDATA[6th Level Magic-User SpellDuration: One missionRange: Summoned to caster’s presenceAn invisible stalker (see below) is summoned to the caster’s presence and magically bound to perform a mission of the caster’s choosing.
Wording: The caster must be careful with the wording of the mission. Invisible stalkers are treacherous and, unless the assigned mission can be easily and quickly accomplished, will follow the letter of the command while twisting the intent.
Duration: The creature is bound to attempt the mission until it succeeds or is destroyed.
Banishing: The spell dispel evil will banish an invisible stalker, ending the spell.
Highly intelligent, magical creatures are summoned from another plane of existence to perform tasks for powerful magic-users.AC 3 [16], HD 8* (36hp), Att 1 × blow (4d4), THAC0 12 [+7], MV 120’ (40’), SV D8 W9 P10 B10 S12 (F8), ML 12, AL Neutral, XP 1,200
Tracking: Without fault.
Surprise: On a 1–5, unless the target can detect invisibility.
If killed: Returns to the plane of origin.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-invisable-stalker.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Invisable Stalker.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Lower Water]]></title><description><![CDATA[6th Level Magic-User SpellDuration: 10 turnsRange: 240’This spell reduces the depth of a body of water by half for the duration. An area of up to 10,000 square feet may be affected.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-lower-water.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Lower Water.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Move Earth]]></title><description><![CDATA[6th Level Magic-User SpellDuration: 6 turnsRange: 240’Earth (but not stone) within range is rearranged as the caster wishes.
Movement rate: The caster can move earth in the area at up to 60’ per turn.
Excavations: The range of the spell also extends downwards, allowing excavations to be made.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-move-earth.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Move Earth.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Part Water]]></title><description><![CDATA[6th Level Magic-User SpellDuration: 6 turnsRange: 120’A body of water parts, revealing a pathway across the bottom.
Size: The path is 10’ wide and up to 120’ long.
Dismissing: The caster may end the spell any time they wish.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-part-water.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Part Water.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Projected Image]]></title><description><![CDATA[6th Level Magic-User SpellDuration: 6 turnsRange: 240’An illusory duplicate of the caster appears within range.
Duplicate: The image is an exact duplicate of the caster that can only be differentiated by touch.
Subsequent spells cast: Appear to originate from the image. (Targets must still be visible to the caster, however.)
Spells and missiles: The image appears unaffected by spells or missile weapons.
Melee or touch: If the image is touched or hit in melee, it disappears.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-projected-image.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Projected Image.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Reincarnate]]></title><description><![CDATA[6th Level Magic-User SpellDuration: PermanentRange: Appears in the caster’s presenceA dead character is returned to life in a new physical form that manifests in the presence of the caster. The character’s new body is not necessarily the same as the original; it is determined by rolling on the Reincarnated Class table below.The roll indicates either a character class or a monster:
Character class: The character is of experience level 1d6 (or at most the same level as the character achieved before death). The reincarnated character can continue to gain experience and advance as normal, in the new class.
Monster: The type should be determined by the referee. The monster should be at least partially intelligent, have Hit Dice no greater than the level of the character being reincarnated (at most 6 HD), and be of the same alignment. The tables below may be used, or the referee may create their own tables. Monsters cannot gain experience or advance in level.
The classes and monsters listed in the tables are drawn from Old-School Essentials Classic Fantasy.If other classes or monsters are in use, the referee may wish to create alternative reincarnation tables.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-reincarnate.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Reincarnate.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6 - Stone to Flesh]]></title><description><![CDATA[6th Level Magic-User SpellDuration: PermanentRange: 120’Transforms stone into living flesh. It is especially useful for restoring a magically petrified creature to life.Transforms a living creature (including equipment) into stone. The victim may save versus paralysis to resist.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/magic-user-spells/6-stone-to-flesh.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/Magic-User Spells/6 - Stone to Flesh.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. Rules]]></title><description><![CDATA[Some character classes can memorize and cast magical spells. A spell consists of a pattern of magical energy memorized in a character’s mind. When a spell is cast, the spell is erased from the character’s mind until it is memorized again.Arcane and divine magic: Spells are either granted by a deity or higher power (divine magic) or learned by esoteric study (arcane magic).Spell list: The character’s class determines which spells they can cast. Each class has an associated list of spells.Spells in memory: The character’s level determines how many spells they can memorize at one time.Reversible spells: As indicated in each spell’s description, some spells are reversible.Rest and time requirements: A spellcaster can memorize new spells after an uninterrupted night’s sleep. It takes one hour to memorize all the spells the character is capable of.Duplicate spells: A character may memorize the same spell more than once if they can learn more than one spell of the given level.A memorized spell may be cast by precisely replicating the required hand gestures and mystical spoken words.Once only: When a spell is cast, knowledge of the spell is erased from the caster's mind until it is memorized again.Freedom: The character must be able to speak and move their hands. A spellcaster cannot cast spells if gagged, bound, or in an area of magical silence.Line of sight: Unless noted in a spell’s description, the intended target (a specific monster, character, object, or area of effect) must be visible to the caster.Selecting targets: Some spells affect multiple targets by area or Hit Dice total. If the spell description does not specify how targets are chosen, the referee must decide whether they are selected randomly, by the caster, etc.Concentration: Some spells specify that the caster must concentrate to maintain the magical effect. Unless the spell description states otherwise, performing any other action or being distracted (e.g., attacked) causes concentration to end.Cumulative effects: Multiple spells cannot increase the same ability (e.g., bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined. Spells can be combined with the effects of magical items.Arcane spell casters memorize spells from spell books (see Spell Books) and are thus limited to choosing from the spells in their spell book, which must be at hand.A spell's normal or reversed form must be selected when memorized. An arcane spellcaster may memorize both forms of a spell if the character can memorize more than one spell of the given level.Divine spell casters memorize spells through prayer to their gods. When praying for spells, divine spell casters may choose any spells in their class’ spell list that they are of high enough level to cast.Divine spell casters can cast the reversed version of a spell by speaking the words and performing the gestures backward when cast.Divine spell casters must be faithful to the tenets of their alignment, clergy, and religion. If the character ever falls from favor with their deity, penalties (determined by the referee) may be imposed. These may include penalties to attack (-1), a reduction in spells, or being sent on a perilous quest. To regain favor, the character must perform some great deed for their deity (as determined by the referee), for example, donating magic items or gold, constructing a temple, converting many people to the religion, defeating a powerful enemy of the deity, etc.A divine spellcaster may draw disfavor from their deity when casting spells (or their reversed versions) whose effects go against the deity’s alignment:
Lawful characters: Will only use reversed spells in dire circumstances.
Chaotic characters: Will usually use reversed spells, only using the normal versions of spells to benefit allies of their religion.
Neutral characters: Will favor either normal or reversed spells, depending on the deity served (no deity favors both reversed and normal spells).
Note: Entry included from Spells.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/1.-rules.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/1. Rules.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Spell Books]]></title><description><![CDATA[Arcane spell casters record the spells that they know in a spell book.Number of spells: A character’s spell book contains exactly the number of spells the character can memorize (as determined by the character’s class and level).Arcane spell casters begin with as many spells in their spell book as they can memorize. The referee may choose these spells or may allow the player to select them.When the number of spells an arcane spellcaster can memorize increases (e.g., by gaining an experience level), they can increase the selection of spells in their spell book. In this way, the number of spells in the spell book may be brought in line with the number of spells the character can memorize. This is possible in two ways:
Mentoring: The character may consult an arcane guild or mentor to learn new spells. This process takes about a week of game time. The spells a character learns in this way are determined by the referee, who may decide to let the player choose.
Research: It is also possible to add spells to a spell book using Magical Research.
An arcane spellcaster can rewrite the spells in a lost or destroyed spell book:
Cost: The cost per spell to be recovered is one week of game time and 1,000gp per spell level. For instance, rewriting two 1st-level and one 2nd-level spells will take four weeks and 4,000 gp.
Sole activity: This activity requires complete concentration. The character may not engage in any other activity for the required period.
Each arcane spell caster’s spell books are written so that only the owner can read the spells without magic.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/2.-spell-books.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/2. Spell Books.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Magical Research]]></title><description><![CDATA[Many spell-casting character classes can also perform research into new spells, magic items, and other magical effects, as noted in the class description. This requires time, monetary outlay, and sometimes rare and unusual ingredients.All forms of magical research have a minimum 15% chance of failure. If the research fails, the money and time invested are lost.The player must write up the spell they wish to create and show the referee. The referee then decides what level the spell will be and may request changes (or deem the magic impossible to research).The character can only research spells of a level they can cast.Researching a new spell takes two weeks per spell level and 1,000 gp per spell level.The player must write up the item they wish to create and show the referee. The referee then decides what materials are required and may request changes (or deem the item impossible to research).Divine spell casters: May only create items they can use themselves.Arcane spell casters: May create any item except those that may only be used by divine spell casters.Creating magic items often requires rare components such as expensive gems or body parts of monsters or rare animals. Often, adventures will be necessary to acquire these materials.Duplicating spell effects: Single-use items (e.g., scrolls, potions) that recreate the effects of a spell cost one week per spell level and 500gp per spell level.Multi-use items: If the item created can replicate a spell effect multiple times (for example, a wand with charges), the cost in time and money is multiplied by the number of uses.Other items: The referee must judge the requirements for creating items that do not recreate the effects of a spell. More powerful items should require more time, money, and special materials or quests. Some examples: 20 arrows +1 (10,000 gp, one month), plate mail +1 (10,000 gp, six months), crystal ball (30,000 gp, six months), ring of x-ray vision (100,000 gp, one year).Characters who can research spells or magic items may also attempt to research other magical processes. For example, a character may wish to sanctify a holy site or create magical traps, constructs, or portals.As with magic item creation, the referee decides the time and cost of the research. The following may also be required:
The casting of certain, specific spells.
Rare ingredients.
Sometimes, it may also be necessary to repeat the ritual to renew the magical effect periodically.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/3.-magical-research.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/3. Magical Research.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Cleric Spells]]></title><description><![CDATA[If a spell can be reversed (see Spells), the name of the reversed version is noted in parentheses.
Cure Light Wounds (Cause Lt. Wounds)
Detect Evil
Detect Magic
Light (Darkness)
Protection from Evil
Purify Food and Water
Remove Fear (Cause Fear)
Resist Cold Bless (Blight)
Find Traps
Hold Person
Know Alignment
Resist Fire
Silence 15’ Radius
Snake Charm
Speak with Animals Continual Light (Continual Darkness)
Cure Disease (Cause Disease)
Growth of Animal
Locate Object
Remove Curse (Curse)
Striking Create Water
Cure Serious Wounds (Cause Sr. Wounds)
Neutralize Poison
Protection from Evil 10’ Radius
Speak with Plants
Sticks to Snakes Commune
Create Food
Dispel Evil
Insect Plague
Quest (Remove Quest)
Raise Dead (Finger of Death)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/4.-cleric-spells.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/4. Cleric Spells.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Magic-User Spells]]></title><description><![CDATA[If a spell can be reversed (see Spells), the name of the reversed version is noted in parentheses.
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light (Darkness)
Magic Missile
Protection from Evil
Read Languages
Read Magic
Shield
Sleep
Ventriloquism Continual Light (Continual Darkness)
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock Clairvoyance
Dispel Magic
Fire Ball
Fly
Haste
Hold Person
Infravision
Invisibility 10’ Radius
Lightning Bolt
Protection from Evil 10’ Radius
Protection from Normal Missiles
Water Breathing Charm Monster
Confusion
Dimension Door
Growth of Plants
Hallucinatory Terrain
Massmorph
Polymorph Others
Polymorph Self
Remove Curse (Curse)
Wall of Fire
Wall of Ice
Wizard Eye Animate Dead
Cloudkill
Conjure Elemental
Contact Higher Plane
Feeblemind
Hold Monster
Magic Jar
Pass-Wall
Telekinesis
Teleport
Transmute Rock to Mud (Mud to Rock)
Wall of Stone Anti-Magic Shell
Control Weather
Death Spell
Disintegrate
Geas (Remove Geas)
Invisible Stalker
Lower Water
Move Earth
Part Water
Projected Image
Reincarnation
Stone to Flesh (Flesh to Stone)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/4.-magic/5.-magic-user-spells.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/4. Magic/5. Magic-User Spells.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. Part Organization]]></title><description><![CDATA[Size: The ideal group size is between 6 and 8 characters—large enough to confront the challenges of the adventure while not so large as to be disorganized. If not enough PCs are present, the players may wish to hire retainers (see Retainers).Classes: It is wise for a party to have a mix of characters from different adventuring classes. Combat-focused characters are essential for protecting the group from danger, while other classes each have magic or other special abilities to handle different situations that may arise in an adventure.Level: As new PCs join play, the experience levels of the characters in the party may diverge. It is recommended that characters more than four levels apart should adventure separately, as challenges and rewards suitable to characters of vastly different experience levels do not match.Before starting an adventure, the players should determine the typical arrangement of their PCs when exploring. This is known as the party’s marching order. For example, players may move in a two-column formation, with well-armored characters in the front, weaker characters in the middle, and a rear guard. The group may define standard marching orders for common situations (e.g., exploration, combat, opening doors, searching, etc.).If the players wish to, they may nominate one of their numbers as the spokesperson of the group, known as the caller. This player is responsible for informing the referee about the actions and movements of the party as a whole. Delegating this role to one player—rather than having each player notify the referee of their PC’s individual actions—can speed up play.The caller’s character usually takes on the role of party leader and should thus have a high Charisma score and be located near the front of the party.One player should create a map of the explored areas based on the referee’s descriptions. Details such as monsters or traps encountered, clues to puzzles, or possibly interesting unexplored areas may be noted on the map as it is drawn.The spoils of an adventure may be divided between surviving characters in whatever way the players agree on.Non-magical treasure: This is typically divided evenly between player characters.Magic items: The players must decide which character keeps each item. One method is for each player to roll a die and compare the results. The highest-rolling player gets to pick a magic item first, the second-highest-rolling player gets the next pick, and so on.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/1.-part-organization.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/1. Part Organization.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Time, Weight, Movement]]></title><description><![CDATA[When an adventure is underway, the referee should keep track of the time that elapses in the imagined world, known as game time. This is distinct from real time: what may take the players and referee mere seconds to describe may take PCs hours or even days to complete.For example, when characters explore a dungeon, the referee tracks the number of turns that have elapsed; when characters are exploring the wilderness, the number of days elapsed is tracked.The referee must adjudicate what may be accomplished in a given period.As game time passes, the referee should pay attention to the resources that the party consumes. For example, food, water, fuel for light sources, durations of spells or magical effects, etc.As player characters explore the imagined world, the referee should keep track of their location on a prepared map. The map is usually kept secret from the players, who must rely on the referee’s descriptions of the areas they explore.The referee should refer to the characters' movement rates to determine how long it takes for characters to move from one area to the next (see Game Statistics).An adventuring party will usually want to stay together. The speed of the slowest member determines the movement rate of the party as a whole.Aside from everyday time increments (minutes, hours, days, and so on), the following special units are used in the game. Turns: 10 minutes of game time. There are six turns in an hour. Time is measured in turns when exploring dungeons (see Dungeon Adventuring).Rounds: 10 seconds of game time. There are 60 rounds in a turn. Time is measured in rounds during encounters, especially in combat (see Encounters and Combat).This game uses imperial or customary US units to stay true to its origins. Distances are measured in inches (notated with a ”), feet (notated with a ’), yards, and miles.
1 foot = 12 inches
1 yard = 3 feet
1 mile = 1,760 yards = 5,280 feet
Weight measures typically come into play only when discussing how much characters can carry (see Encumbrance below). As coins are the most common treasure adventurers find, all weights are measured in coins. (Ten coins are equivalent to one pound.)Some groups may wish to use a system to track the amount of gear and treasure a character can carry and how this affects their movement rate.Encumbrance measures both the weight and bulk a character is carrying.Treasure: The encumbrance of treasure carried by a character should be tracked. The encumbrance of common items of treasure is shown in the table below. The referee should decide the weight of other forms of treasure.Equipment: Two options for tracking the encumbrance of characters’ equipment are presented below. The same system should be applied to all characters.Maximum load: Any character can carry 1,600 coins of weight. Characters carrying more than this cannot move.Treasure: The treasure's weight is tracked to ensure that the character’s maximum load is not exceeded.Equipment: The weight of armor, weapons, and adventuring gear is not tracked and does not count toward a character’s maximum load.Movement rate: This is determined by the type of armor the character is wearing and whether they carry a significant amount of treasure (as judged by the referee). The actual weight of the treasure carried does not affect the movement rate.Treasure: The weight of coins and other treasure carried is tracked.Equipment: The weight of the character’s armor and weapons is also tracked (the weight of these items is listed in the equipment list. Miscellaneous adventuring gear (backpack, spikes, sacks, etc.) may be counted as 80 coins of weight.Movement rate: The character’s movement rate is based on the weight of all significant items carried, including treasure, weapons, and armor.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/2.-time,-weight,-movement.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/2. Time, Weight, Movement.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Checks, Damage, Saves]]></title><description><![CDATA[See Ability Checks.See Damage, Healing, and Death.See Saving Throws.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/3.-checks,-damage,-saves.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/3. Checks, Damage, Saves.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3a. Ability Checks]]></title><description><![CDATA[The referee may use a character’s ability scores to determine the character’s chance of succeeding at various challenging tasks.The player rolls 1d20 and, if the result is less than or equal to the ability, the check succeeds. If the roll is greater than the ability, the check fails.Bonuses or penalties to the roll may be applied, depending on the difficulty of the task. A modifier of -4 would be a relatively easy ability check, and a +4 would be very difficult.A natural 1 should be treated as a success and a natural 20 treated as a failure.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/3a.-ability-checks.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/3a. Ability Checks.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3b. Damage, Healing and Death]]></title><description><![CDATA[All characters and monsters have a hit point total, representing their ability to avoid death. Many attack forms, including attacks with weapons in combat, subtract hit points from this pool.A character or monster reduced to 0 hit points or less is killed.If a character is killed by a destructive spell or special attack (e.g., a lightning bolt spell or a dragon’s breath), their equipment is assumed to be destroyed.Magic items in the possession of a character who is killed by a destructive spell or special attack may be allowed a chance to survive, as follows:
Save: For each item, a saving throw may be made using the character’s saving throw values.
Bonuses: Items that grant a bonus in combat (e.g., magical weapons and armor) may also apply this bonus to the saving throw.
Natural: A character or monster recovers 1d3 hit points for each full day of complete rest. The character or monster will not heal that day if the rest is interrupted.Magical: Healing may also occur through magic, such as potions or spells. This kind of healing is instantaneous. Magical healing and natural healing can be combined.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/3b.-damage,-healing-and-death.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/3b. Damage, Healing and Death.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3c. Saving Throws]]></title><description><![CDATA[All characters and monsters can make saving throws to avoid the full effects of certain magical or special attacks.There are five saving throw categories used in the following situations:
Death or Poison (D): When targeted by a death ray or poison exposure.
Wands (W): When targeted by an effect from a magical wand.
Paralysis or Petrification (P): When targeted by an effect that paralyzes or turns to stone.
Breath Attacks (B): When targeted by a dragon's breath (or other monsters with a breath attack).
Spells, Rods, or Staves (S): When targeted by a baneful spell or an effect from a magical rod or staff.
The appropriate saving throw and the effects of success or failure are indicated in the description of the spell, monster attack, or adventure scenario.Characters: Each character class has its table denoting the saving throw values of characters of each experience level.Monsters: Most monsters use the saving throw table under Combat Tables. Some monsters’ descriptions may note that they use the table for a specific character class.When affected by a spell or attack form that requires a saving throw, the player or referee must roll 1d20 and compare the result to the appropriate saving throw value:
Greater or equal: A result greater than or equal to the saving throw value is a success.
Lower: A result of less than the saving throw value is a failure.
Damaging effects: A successful save against an effect that causes damage means that the damage is halved.Other effects: A successful saving throw against an effect that does not cause damage means the effect has been entirely avoided or negated.Failure: A failed save against poison is usually fatal.Damage: If a poisonous attack also inflicts damage, the damage is not affected by the success or failure of the saving throw.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/3c.-saving-throws.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/3c. Saving Throws.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Hazards and Challenges]]></title><description><![CDATA[When climbing in a difficult or pressured situation, the referee may require a DEX check to avoid falling.Very steep or sheer surfaces are usually only possible to climb with specialized equipment. Some characters may have class abilities that allow them to attempt to climb such surfaces unaided.Characters usually want to bring a light source with them on underground expeditions. Typical light sources enable normal vision within a 30’ radius.All non-human monsters and many demihuman races have a special vision, allowing them to see in the dark. This is called infravision.Heat tones: Characters with infravision can see heat tones, with warm objects (such as living creatures) appearing bright, cold objects as black, and cool objects as grey.Reading: It is impossible to read in the dark with infravision because fine detail cannot be perceived.Range: Infravision works within a limited range (60’ for monsters, unless specified otherwise in a monster’s description).Disruption: Visible light (normal or magical) and large heat sources prevent infravision from functioning.Parties carrying a light in a dark environment usually cannot surprise others (see Encounters) because the light gives away their presence.Falling from a height onto a hard surface inflicts 1d6 damage per 10’ fallen.When traveling with a reliable guide, following a trail or river, or heading toward a prominent landmark, there is no risk of getting lost. Otherwise, there is a chance of getting lost in the untracked wilds.The chance of the party becoming lost depends on the type of terrain being explored (see Wilderness Adventuring and Waterborne Adventuring.If the party becomes lost, the referee will decide how far off course they are traveling (possibly at random). For example, if the party intends to head north, the referee may determine they are heading northeast.It may take time for a lost party to realize it is moving in the wrong direction.Characters who go without food or water for a whole day or longer may begin to suffer penalties at the referee’s discretion, for example, attack penalties, reduced movement rate, more frequent need to rest, or a slow loss of hit points.Movement rate: Characters can swim at half their normal movement rate.Who can swim: Unless there is an apparent reason why a character could not have learned to swim, it is assumed that all characters can swim.The circumstances in which drowning is a risk—as well as the chance of drowning—are judged by the referee.Example circumstances: Swimming in treacherous water conditions, swimming while wearing armor or carrying heavy or awkward items, fighting in water.Example chances of drowning: A character swimming in rough waters while wearing heavy armor and carrying a heavy load may have a 99% probability of drowning. A character in the same waters but wearing light armor and carrying a light load may only have a 10% probability of drowning.Besides the monsters placed explicitly in some areas of a dungeon or wilderness, PCs may randomly encounter monsters on the move between areas. These are known as wandering monsters.See Dungeon Adventuring, Wilderness Adventuring, and Waterborne Adventuring for specific details.Frequency: The referee should roll periodically to determine whether a wandering monster is encountered. The frequency of checks depends on the type of area being explored.Chance: When a wandering monster check is made, the chance of a random encounter is usually 1-in-6. This chance may vary, depending on the area being explored (e.g., dungeon region or level, type of wilderness terrain).Monster type: Each area should have a table of wandering monsters, which the referee rolls on when an encounter occurs.Noise or light: If the party makes a lot of noise or carries bright light sources in a dark environment, the referee may increase the chance of encountering wandering monsters.Hiding: If the party rests quietly in an out-of-the-way location, the referee may decrease the chance of encountering wandering monsters.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/4.-hazards-and-challenges.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/4. Hazards and Challenges.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Dungeon Adventuring]]></title><description><![CDATA[
Wandering monsters: The referee makes checks as applicable.
Actions: The party decides what action to take (e.g., moving, searching, listening, entering rooms).
Description: The referee describes what happens. If monsters are encountered, follow the procedure described in Encounters.
End of turn: The referee updates time records, with special attention to light sources, spell durations, and the party’s need to rest.
Doors are common in many dungeons: some hidden, some obvious, some locked, and some stuck.Some doors are hidden or concealed. Adventurers may search a 10’ × 10’ area for secret doors (see Searching).Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a secret door. (Some types of adventurers may have an increased chance.)Forcing: The chance of forcing open a stuck door depends on the character’s Strength (see Ability Scores).Surprise: A failed attempt to force open a door eliminates any possibility of surprise (see Encounters) that the party may have against any monsters on the other side of the door.Locks may be picked by a character proficient with lock picks or opened by magic.Doors opened by adventurers (by whatever means) are likely to swing shut after they pass. To prevent this, doors may be held open using iron spikes or other wedges.Monsters living in the dungeon can usually open doors (even stuck ones) unless they are blocked, magically closed, or wedged shut with spikes.Chance of success: PCs have a 1-in-6 chance of detecting subtle sounds beyond a door. (Some types of adventurers may have an increased chance of success.)Referee rolls: The referee should always roll for the character listening so that the player never knows if the roll failed or if there simply is no sound behind the door.One chance: Each character may only make one attempt to listen at each door.Silent monsters: Some monsters (e.g., undead cannot be detected by listening.Exploring the unknown: When exploring unknown dungeon areas, characters can move their base movement rate in feet per turn. This prolonged rate of movement accounts for PCs exploring in a dark, unfamiliar environment, moving carefully and stealthily, and mapping their progress.In familiar areas: When PCs are moving through dungeon areas with which they are familiar, the referee may allow them to move at a faster rate. For example, the referee might allow PCs to move three times their base movement rate per turn when moving through familiar areas.Frequency of rest: Characters must rest for one turn every hour in the dungeon.Penalty for not resting: A –1 penalty to attack and damage rolls is incurred until the characters rest for one turn.The following stipulations apply to searching for secret doors, room traps, and treasure traps.Time: Searching takes one turn.Referee rolls: The referee should always roll for the character searching so that the player does not know if the roll failed or if there are simply no hidden features present.One chance: Each character can only make one attempt to search a specific area or item.There are two kinds of traps:
Room traps: Large traps designed to affect anyone entering a particular area (e.g., a pit that opens on the floor when walked over).
Treasure traps: Small traps placed on an item to prevent it from being tampered with or stolen (e.g., a poison needle on a chest or lock).
Each trap has a trigger—an action that causes it to spring (e.g., turning a door handle and walking into a specific area).Chance of triggering: When a character performs the action that triggers a trap, there is a 2-in-6 chance of the trap being sprung.Trap damage: Damage inflicted by a triggered trap is usually automatic, without an attack roll.Monsters: Monsters may be able to bypass traps without risk, if the referee wishes.Adventurers may search a 10’ × 10’ area for room traps. If the search succeeds, the trap is discovered (see Searching).Chance of finding: If a character is searching in the right location, there is a 1-in-6 chance of finding a room trap. (Some types of adventurers may have an increased chance.)Characters with the ability to find treasure traps (as noted in their class description may choose to search items (e.g., chests, locks) for traps (see Searching).Chance of finding: The likelihood of finding treasure traps if a character searches in the right location is noted in the character’s class description.Frequency: A check is typically rolled once every two turns in the dungeon.Chance: The typical chance of encountering a wandering monster is 1-in-6.Distance: Wandering monsters are encountered 2d6 × 10 feet away, moving toward the party.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/5.-dungeon-adventuring.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/5. Dungeon Adventuring.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6. Wilderness Adventuring]]></title><description><![CDATA[
Decide course: The players decide on their path of travel for the day.
Losing direction: The referee determines whether the party gets lost.
Wandering monsters: The referee makes checks as applicable.
Description: The referee describes the terrain passed through and any sites of interest the party encounters, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
End of day: The referee updates time records, with special attention to rations, spell durations, and the party’s need to rest.
The open spaces of the wilderness mean that characters and monsters can move more freely than in a dungeon.Ranges and movement rates: These are measured in yards instead of feet. This means that ranges and movement rates are tripled.Areas: Spell effects, breath weapons, etc., are still measured in feet.Miles per day: The distance a creature can fly in a day is double the distance it can travel overland (see Overland Travel). For example, a creature with a movement rate of 120’ could travel 24 miles overland but could fly 48 miles in a day.Terrain: Does not affect air travel.In general, a winged beast may carry riders or other burdens based on its HD:
3 HD creatures: They may carry a being about half the size of an adult human.
6 HD creatures: They may carry an adult human.
12 HD creatures: They may carry a large animal like a horse.
24 HD creatures: They may carry a massive animal like an elephant.
Foraging for herbs, fruits, nuts, etc., can be performed alongside normal movement (see Overland Travel). The party has a 1-in-6 chance per day of finding enough food for 1d6 human-sized beings.Hunting animals takes up a complete day, with no traveling or resting possible. When hunting, there is a 1-in-6 chance of encountering animals suitable for eating (if they can be caught!). This is in addition to the normal chance of random encounters (see Wandering Monsters).At the start of each day of travel, the referee should roll to determine if the group loses direction. The probability depends on the terrain being traversed:
Clear, grasslands: 1-in-6.
Barren lands, hills, mountains, woods: 2-in-6.
Desert, jungle, swamp: 3-in-6.
Effects: See Losing Direction.Miles per day: The number of miles a character can travel daily is determined by dividing their base movement rate by five. For example, a character whose base movement rate is 120’ could travel up to 24 miles daily.Some types of terrain modify the speed at which characters can travel:
Broken lands, desert, forest, hills: 33% slower.
Jungle, mountains, swamp: 50% slower.
Maintained roads: 50% faster.
If characters need to travel further in a day, they may engage in a forced march.Speed increase: The distance traveled is increased by 50%. For example, a character typically traveling 24 miles daily could travel 36 miles.Rest: After a forced march, characters must rest for a full day.Frequency of rest: Characters must rest for one day per six days of travel.Penalty for not resting: If characters press on without resting, they suffer a penalty of -1 to hit and damage rolls until they have rested for one whole day.Surrounded: If a party is surprised by three or more monsters, the monsters may have moved to encircle the party.Characters can usually see for three miles around them in open terrain. This range may sometimes be reduced (e.g., in overgrown terrain such as a forest) or increased (e.g., looking out from the top of a mountain).Frequency: A check is typically rolled once daily, but the referee may choose to make more checks, up to three or four per day.Chance: The chance of encountering a wandering monster depends on the explored terrain (see below).Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.
City, clear, grasslands, settled lands: 1-in-6.
Aerial, barren, desert, forest, hills: 2-in-6.
Jungle, mountains, swamp: 3-in-6.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/6.-wilderness-adventuring.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/6. Wilderness Adventuring.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[7. Waterborne Adventuring]]></title><description><![CDATA[
Decide course: The players decide on their course of travel for the day.
Losing direction: The referee determines whether the party gets lost.
Weather: The referee determines the Wind Conditions.
Wandering monsters: The referee makes checks as applicable.
Description: The referee describes the regions passed through and any sites of interest the party has, asking players for their actions, as required. If monsters are encountered, follow the procedure described in Encounters.
End of day: The referee updates time records, with special attention to rations, spell durations, and the crew’s need to rest.
Ranges and movement rates: These are measured in yards instead of feet. This means that ranges and movement rates are tripled.Areas: Spell effects, breath weapons, etc., are still measured in feet.With a navigator aboard: The chance of getting lost is 2-in-6.Without a navigator aboard: The chance of getting lost is 100% on the open seas and 2-in-6 within sight of land.Effects: See Losing Direction.Aquatic monsters are usually not surprised by ships. Special circumstances (e.g., thick fog) may alter this.Miles per day: The number of miles a creature or vessel can travel daily is determined by dividing its base movement rate by five. For example, a vessel with a base movement rate of 360’ could travel up to 72 miles in a day.The distance traveled in a day may be affected by the prevailing water and weather conditions:
River travel: Water currents may increase (when moving downstream) or decrease (when moving upstream) the distance traveled by 1d6+6 miles per day.
Sailing: The movement rate of sailing vessels is affected by the prevailing wind conditions (see Wind Conditions).
Land: On a clear day, land can be spotted at a distance of 24 miles. This may be reduced based on light and weather conditions.Ships: May be sighted and identified at 300 yards on a clear day or as little as 40 yards in dense fog.Frequency: A check is typically rolled once daily, but the referee may choose to make more checks, up to 3 or 4 a day.Chance: The chance of encountering a wandering monster is 2-in-6 in oceans or rivers and 3-in-6 in swamps.Distance: Wandering monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards.Location: Aquatic encounters may occur on the open water or land, if the party docks at some point during the day.Wind conditions at sea affect the rate at which a sailing vessel can travel. Extreme winds can also make travel hazardous. The referee should check the wind conditions at the start of each day, rolling 2d6:
2: No wind; sailing is not possible.
3–11: Normal sailing is possible.
12: Gale or storm; sailing vessels’ speed tripled (see Gales and Storms).
Groups who prefer a slightly more detailed system of sea travel may use the table below, which adds extra detail to the daily 2d6 wind conditions roll.Seaworthy vessels: Have a 10% chance of taking on water.Unseaworthy vessels: Have a 20% chance of taking on water.Effect of taking on water: The ship’s movement is reduced by one-third until repaired at a dock.Seaworthy vessels: Sailing vessels can attempt to move with the wind to avoid damage. This is handled as follows:
The vessel travels at three times its normal speed in a randomly determined direction. (The referee may roll 1d6, with 1 indicating the intended direction of travel, 2 indicating 60° to the right, 3 indicating 120° to the right, and so on.)
If the ship encounters land during this travel, there is a 75% chance of it wrecking against the shore.
Unseaworthy vessels:
There is an 80% chance of the vessel being overrun with water and sinking.
If the vessel is in sight of land when the gale hits, it may attempt to beach. If the shore is relatively clear of physical dangers (rocks, cliffs, etc.), this is automatically successful; otherwise, there is a 2-in-6 chance of finding a safe harbor to weather the storm.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/7.-waterborne-adventuring.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/7. Waterborne Adventuring.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[8. Encounters]]></title><description><![CDATA[An encounter begins when characters meet a monster due to a planned encounter in the explored area or because a wandering monster check (see Wandering Monsters) indicates an encounter.
Surprise: The referee rolls for surprise, if applicable.
Encounter Distance: The referee determines how far away the monsters are from the PCs.
Initiative: Any sides that are not surprised roll initiative to determine who acts first.
Actions: Any sides that are not surprised decide how they will respond to the encounter. The encounter is played out accordingly.
Conclusion: One turn has passed.
A check for surprise is made for any side that is not expecting the encounter. For example, if a monster spotted an approaching party’s torch light and waited quietly, the monster would not need to roll surprise, but the party would.Characters or monsters that carry a light in a dark environment usually cannot surprise opponents because the light gives their presence away.Each side that is unaware of the other’s presence rolls 1d6.Monsters: The referee rolls for monsters.PCs: One player rolls for the adventuring party as a whole.Results: A result of 1 or 2 means the side is surprised.Both sides surprised: There is simply a momentary confusion—neither side has any advantage.One side surprised: The side that is not surprised gains a one-round advantage. The surprised side cannot act that round.The situation in which the encounter occurs often determines how far away the monster is. If there is uncertainty, the encounter distance may be determined randomly:
Dungeon: 2d6 × 10 feet.
Wilderness: 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
Waterborne: 4d6 × 10 yards (or 1d4 × 10 yards if either side is surprised).
(See Combat for complete details.)Roll 1d6: For each side, at the start of each round.Winner: The side with the highest roll acts first, followed by other sides in order from highest to lowest initiative.Ties: Both sides may roll again, or actions on both sides may be resolved simultaneously.The players decide how they will act.The referee determines the monsters’ reaction to the party. Sometimes, circumstances make it obvious how a monster will react. Otherwise, the referee may roll on the table below to determine how a monster reacts to the party.Charisma: If one specific character attempts to speak with the monsters, that character’s NPC reactions modifier due to CHA (see Ability Scores) is used to modify the monster reaction roll.Any action is possible in an encounter, but the following are common:
Combat: If one side attacks, casts spells, or makes tactical movements, begin tracking time in rounds, following the combat procedure (see Combat).
Evasion: If one side decides to flee, the other may choose to pursue (see Evasion).
Parley: PCs may attempt to communicate with monsters. Opening an encounter in this way can influence the monsters’ behavior (see Monster Actions). If both sides decide to talk, the negotiation may be role-played.
Encounter movement rate: During encounters, a character can move up to one-third of their base movement rate per round in feet (in the dungeon) or yards (in the wilderness). For example, a character whose base movement rate is 120’ could move 40’ per round during a dungeon encounter.Maximum duration: Characters may move at this rate for at most 60 rounds (one turn).If one side wishes to avoid an encounter, it may attempt to flee. This is called evasion and is only possible before combat has begun. When a side decides to try an evasion, the opposing side must decide whether or not to pursue it. Players May decide freely whether they wish to pursue fleeing monsters.Monsters: The referee must decide whether monsters pursue fleeing PCs. (A low roll on the Monster Reactions table may be taken to indicate that the monster will pursue.)No pursuit: If the opposing side decides to let the other side flee, the evasion automatically succeeds; the encounter is avoided.Pursuit: If the opposing side gives chase, the chance of the evasion succeeding depends on the explored environment. See Evasion and Pursuit.An encounter is assumed to take at least one full turn to complete, including time to rest, regroup, clean weapons, bind wounds, and so on afterward.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/8.-encounters.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/8. Encounters.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[9. Evasion and Pursuit]]></title><description><![CDATA[Compare the two sides’ movement rates:
Fleeing side faster: The evasion automatically succeeds, unless the fleeing side is forced to stop.
Fleeing side not faster: A pursuit occurs.
Time: This is measured in rounds (see Time, Weight, Movement).Running: Each side is expected to run at full speed (see below).Line of sight: Most monsters will not continue pursuing if the characters get out of the monster’s range of vision.Dropping treasure: If the monsters enjoy treasure, there is a 3-in-6 probability that they will stop pursuing to collect any treasure the characters drop.Dropping food: Hungry or less intelligent monsters may stop pursuit if characters drop food (3-in-6 chance).Obstacles: Burning oil or other obstacles may slow or stop a pursuit.Movement rate: During a pursuit, characters run at their full movement rate in feet per round.Mapping: This is not possible while running.Exhaustion: Characters become exhausted after running for 30 rounds.Effects of exhaustion: A -2 penalty to attacks, damage, and Armor Class.Resting: The penalties for exhaustion last until characters have rested for three full turns.The chance of evasion is determined by the difference between the two sides’ movement rates, listed in the table below.Success: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day—only if a random encounter roll indicates an encounter.Failure: If the evasion roll fails, a pursuit occurs.Time: Is measured in rounds (see Time, Weight, Movement.Initial distance: The two sides begin a pursuit at normal encounter distance (see Waterborne Adventuring.Closing in: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30’ per round).The chance of evasion is a percentile roll. If the percentile evasion roll fails, a pursuit occurs. Surprise (see Encounters) determines the chance of evasion:
No surprise: If neither side is surprised, the chance of evasion is determined by the relative size of the two groups. (The chances are in favor of the smaller group, as larger groups cannot move as fast or as quietly.) The Wilderness Evasion Base Chance table indicates the base chance of evasion.
Surprised side: It may generally not evade. The referee may rule that environmental conditions give a slight chance of evasion even when surprised (as above). For example, dense woodland may give a surprised side a 10% chance of evasion.
Surprising side: If one side has surprised the other, the side with surprise may evade automatically—the surprised side is not even aware that the encounter occurred.
One side twice as fast: If the pursuing side’s movement rate is double that of the other, the chance of evasion is decreased by 25%. If the fleeing side’s movement rate is double that of the other, the chance of evasion is increased by 25%.Environment: The referee may modify the probabilities based on the conditions and environment. For example, in a densely wooded area, the chance of evasion may be increased by 25%.Minimum chance: The chance of escape is always at least 5%.The following procedure is followed, day by day, until the pursuit is over:
The fleeing side moves in a random direction, determined by the referee (no mapping is possible).
If the pursuing side’s movement rate is greater than that of the fleeing side, there is a 50% chance of it catching up. If the roll succeeds, the fleeing side has been caught; the pursuit is over. Otherwise, continue to step 3.
The fleeing side must decide whether to continue fleeing. If it continues, it may attempt another evasion (see above). If the effort to evade fails, return to step 1. If the fleeing group decides to stop fleeing, it is caught (the pursuit ends).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/9.-evasion-and-pursuit.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/9. Evasion and Pursuit.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[10. Combat]]></title><description><![CDATA[
Declare: Spells and melee movement.
Initiative: Each side rolls 1d6.
Winning side acts: Monster morale
Movement
Missile attacks
Spell casting
Melee attacks Other sides act: In initiative order.
Players must inform the referee if they intend to cast a spell or move when in melee. Other actions need not be declared.Roll 1d6: For each side at the start of each round.Winner: The side with the highest roll acts first. Other sides act in order from highest to lowest roll.Ties: Both sides may roll again, or actions on both sides may be resolved simultaneously; this means both sides may inflict deadly blows on each other!Combatants attacking with two-handed melee weapons (and some missile weapons—as indicated in the equipment description) always act last in the round, as if they had lost initiative.Instead of an initiative roll per side, a roll may be made for each individual involved in a battle, modified by DEX (see Dexterity under Ability Scores). The referee may determine an initiative modifier for very fast or slow monsters instead of applying a DEX modifier.See Morale (Optional Rule).Movement rate: Combatants can move up to their encounter movement rate each round.Maximum duration: Combatants may move at this rate for at most 60 rounds.When in melee with a foe, only the following forms of movement are possible:
Fighting withdrawal: The combatant moves backward at up to half their encounter movement rate. There must be clear space behind the combatant.
Retreat: The combatant turns and flees from melee, moving up to their full encounter movement rate. This round: the retreating combatant may not attack; the opponent gains a +2 bonus to all attacks against the retreating combatant and ignores any AC bonus due to the combatant’s shield (if applicable).
Possible when opponents are more than 5’ from one another (see Attacking).All missile weapons have ranges noted in the equipment lists.Short range: +1 bonus to attack rolls.Medium range: No bonuses or penalties.Long range: -1 penalty to attack rolls.Beyond long range: Attack not possible.Complete cover: The target cannot be hit.Partial cover: The referee may apply attack penalties of -1 thru -4 (e.g., a small table might incur a -1 penalty; dense woods might incur a -4 penalty).Freedom: The spell caster must be able to speak and move their hands. A spellcaster cannot cast spells if gagged, bound, or in an area of magical silence.Sole action: No other actions may be taken in the round when casting a spell.No movement: The spell caster cannot move and cast a spell in the same round.Line of sight: Unless noted in a spell’s description, the intended target (a specific monster, character, object, or area of effect) must be visible to the caster.If a spell caster loses initiative and is successfully attacked or fails a saving throw before their turn, the spell being cast is disrupted and fails. It is removed from the caster’s memory as if it had been cast.Possible when opponents are 5’ or less from each other (see Attacking).Repeat steps 3.1 to 3.5 for each side, in order of initiative (highest first).
Roll 1d20
Apply modifiers: STR for melee; DEX, range, cover for missile attacks.
Determine hit AC: Look up the result in the attack matrix row for the attacker’s THAC0 (see Combat Tables). This column is the AC score that the attack hits.
Result: If the hit AC is equal to or lower than the opponent’s AC, the attack hits. Referee rolls for damage.
Groups using the optional rule for Ascending AC (see Game Statistics) should use the following attack procedure instead.
Roll 1d20
Apply modifiers: STR for melee; DEX, range, cover for missile attacks.
Determine hit AC: Add the attackers’s attack bonus to the attack roll. The result is the ascending AC score that the attack hits.
Result: If the hit AAC is equal to or higher than the opponent’s AAC, the attack hits. Referee rolls for damage.
Natural 20 attack rolls always hit. Natural 1 attack rolls always miss.Some monsters are immune to certain attacks. In this case, damage is not rolled even if an attack hits.PCs normally attack once per round. Some monsters have multiple attacks.Movement and attacking may be combined in the same round.PC attacks: Inflict 1d6 damage. STR modifies the damage of melee attacks.Monster attacks: Deal damage as indicated in the monster’s description.Minimum damage: An attack that hits always deals at least one point of damage, even when damage modifiers reduce the number rolled to 0 or less.Death: A character or monster reduced to 0 hit points or less is killed.Some groups may prefer different weapons to inflict different amounts of damage. In this case, PC attacks inflict the damage indicated for the weapon in the equipment lists.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/10.-combat.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/10. Combat.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[11. Other Combat Issues]]></title><description><![CDATA[AC bonuses from shields are negated.A blind character is unable to attack.Flying creatures may pick up rocks or other objects and drop them from above.Altitude: At most 300’.Chance to hit: 16 or higher on 1d20.Affected area and damage: Depending on the size of the bomb—larger creatures can carry larger bombs. For example, a bomb from a flying creature able to carry a human might inflict 2d6 damage to all creatures hit in a 10’ × 10’ area.Some monsters can only be harmed by magical or silver weapons. The referee may allow such monsters also to be harmed by attacks from:
Another invulnerable monster.
A monster with 5 HD or greater.
Helpless opponents, such as those magically paralyzed or frozen, can be automatically hit in melee. Only a roll for damage is required.The referee should judge the number of opponents that can attack a single combatant, considering the combatant’s size and the available space around them.10’ passage: Enough space for at most 2–3 characters to fight side-by-side.Characters that wish to subdue an intelligent opponent may declare the intent to attack without killing.Blunt blows: Only bludgeoning attacks may be made. Bladed melee weapons can deal blunt blows by attacking with the flat of the blade.Subdual damage: Attack and damage rolls are handled normally, but subdual damage is noted separately from actual damage.Effect at 0 HP: An intelligent character or monster reduced to 0 hit points due to subdual damage will surrender, realizing that its opponent could have killed it.Attack rolls: Unarmed combat is handled the same as melee combat.Damage: Unarmed attacks inflict 1d2 damage, modified by STR.Characters on an unstable surface, such as a ship in rough seas or riding a flying animal, are affected as follows:
Missile attacks: Suffer a -4 penalty.
Spells: Cannot be cast.
Magic items: Can be used normally.
Note that magical means of flight (e.g., a broom of flying, flying carpet, fly spell) generally do not count as unstable.When fighting in or beneath water:
Penalties: Attack and damage rolls should be penalized.
Missile weapons: Usually do not work at all underwater.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/11.-other-combat-issues.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/11. Other Combat Issues.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[12. Morale]]></title><description><![CDATA[The referee decides whether monsters or NPCs surrender or run away in combat. The following system may be utilized.Monsters are rated for morale with a number from 2–12. This represents their courage in battle. Higher morale scores indicate more fearless monsters.A score of 2: Means the monster will not fight. No morale checks should be made.A score of 12: Means the monster fights to the death, never checking morale.The referee rolls 2d6 and compares the result against the monster’s morale score:
Higher than morale score: The monster will surrender or attempt to flee.
Equal to or lower than morale score: The monster will continue to fight.
Two successes: If a monster makes two successful morale checks in an encounter, it will fight until killed, with no further checks necessary.Monsters make morale checks (rolled by the referee) in two circumstances:First death on side: The first time one of their number is killed in battle.Side half incapacitated: When half the monsters are incapacitated (slain, paralyzed, etc.).Based on the situation, the referee may apply morale modifiers from –2 to +2. For example, the side losing a battle might suffer a –1 morale penalty, while the side winning may gain a +1 bonus.Scores of 2 or 12: Adjustments are never applied to monsters with a morale of 2 or 12.Mercenaries (see Mercenaries) have a morale rating and check morale exactly like monsters.Morale rating: Determined solely by the type of troops; see below. The CHA of the hiring character has no influence.Modifiers: The referee may penalize mercenaries’ morale in poor conditions (e.g., low wages, abuse, frequent death) or raise it in good conditions (e.g., riches, glory in battle).Retainers signed up to work as adventurers, so are not frightened off at the first sign of danger. Retainers do not make morale checks in combat, but a loyalty check may be required in extreme peril (see Retainers).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/12.-morale.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/12. Morale.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[13. Combat Tables]]></title><description><![CDATA[These tables list the attack probabilities for all monsters and characters and the saving throw values used by monsters and normal humans.All humans, not a member of an adventuring class, are classified as normal humans. They are treated as having less than 1 Hit Die and have their own saving throw and attack probabilities (the table rows labelled NH).A 5th-level fighter attacks a monster with AC 4. The attack is resolved as follows:
The player rolls 1d20. The roll comes up 14.
The fighter has a STR score 13, meaning they gain a +1 bonus to melee attack rolls. The result of the attack roll is thus 15.
A 5th-level fighter has a THAC0 score of 17 [+2] (listed in the class description, so the player refers to that row of the attack matrix.
The player looks up the result (15) in the THAC0 17 [+2] attack matrix row. 15 is in the AC 2 column, indicating that the attack hits AC 2.
As AC 2 is better than the monster’s Armor Class (4), the attack hits!
Damage is rolled, and the result is subtracted from the monster’s current hit point total.
Instead of referring to the attack matrix, attacks may be resolved using THAC0 directly. A THAC0 score denotes the attack roll required to hit AC 0. The necessary attack roll to hit opponents of other AC scores can be calculated by subtracting the target AC from the THAC0. For example, a character with a THAC0 of 19 could hit an opponent with AC 5 on a roll of 14 or greater (19 - 5 = 14).Note: Using THAC0 to resolve attack rolls results in slightly different attack probabilities than the traditional approach of referring to the attack matrix.Monsters: Use the attack matrix row for their Hit Dice (see monster description).Monsters with bonus hit points: Monsters whose Hit Dice are notated as a number of dice plus a fixed hit point bonus (e.g., HD 2+1 — see Hit point modifiers under ***Game Statistics (Monsters) are more powerful and attack as if they were 1 HD higher. For example, a monster with 2 HD uses the THAC0 18 [+1] row, but a monster with 2+1 HD uses the THAC0 17 [+2] row.Characters: Use the attack matrix row for their THAC0 score (see class description.Normal humans: Use the attack matrix row labeled NH.Monsters: Use the saving throw table row noted in the monster description.Characters: Do not use this table. See the saving throw table in the class description.Normal humans: Use the saving throw table row labeled NH.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/5.-adventures/13.-combat-tables.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/5. Adventures/13. Combat Tables.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. The Referee's Role]]></title><description><![CDATA[The referee should bring to life exciting adventures for the group's enjoyment.Preparation: Before the game begins, the adventure should be planned and the required maps drawn. Advice on adventure design is found in Adventure Scenarios, Designing a Dungeon, Designing a Wilderness, and Designing a Base Town.Improvisation: Despite the referee’s preparation, predicting every possible player action is impossible. Players will come up with ideas that the referee has not even considered. Thus, the referee must remain flexible and roll with any unexpected turns the adventure might take!Procedures: The game’s rules provide guidelines for many common adventuring situations. These exist to aid the referee in running the game. However, the referee should feel free to adapt and add to these procedures during play to keep the game moving.Balance: The referee must maintain a fun balance of risk and reward.The referee must remain neutral in all things—neither on the side of the players nor against them.Non-competitive: The game is not a competition, with the players attempting to defeat the referee or vice versa.Fairness: The game's rules should be applied equally to player characters, monsters, and NPCs.The referee must decide when and how to apply the game rules.Rulings: The rules of the game—including descriptions of magic items, spells, or monsters’ special abilities—do not cover all possible scenarios, so the referee must be ready to apply judgment to resolve any unexpected situations that arise.Resolving actions: When a player wishes to do something not covered by a standard rule, the referee must consider how to determine the outcome. Sometimes, the situation can be dealt with by deciding what would happen. Sometimes, the referee may require the player to make an ability check (see Ability Checks) or a saving throw (see Saving Throws) to determine what happens. Other times, the referee may judge the likelihood of the action succeeding (e.g., expressed as a percentage or X-in-6 chance), tell the player the chances, and let them decide whether to take the risk.Disagreements: The players may not always agree with the referee’s application of the game's rules. When this happens, the group should (briefly!) discuss the point of disagreement and come to a decision. In such cases, the referee is always the final arbiter and should ensure the game does not get bogged down in lengthy discussions about the rules.Randomness: The referee should make judicious use of die rolls, random tables, etc. While these can add fun and unpredictability to the game, overuse of randomness can spoil an adventure by derailing it too much.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/1.-the-referee&apos;s-role.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/1. The Referee&apos;s Role.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Handling PCs]]></title><description><![CDATA[Each group will have preferences regarding how quickly player characters gain experience points and increase in level.Standard: After three to four sessions, it is normal for at least one PC to have reached 2nd level. If this has not happened, the referee may wish to increase the amount of treasure. If, on the other hand, most PCs have reached 3rd level in this time frame, the referee might place less treasure or make monsters more challenging.Fast: The referee should place large treasure hoards for groups who prefer a game where characters advance quickly. These should, however, be guarded by appropriately challenging monsters.Slow: For groups who prefer the game to focus on character development rather than high risk, the rate of advancement and the danger presented by monsters may be reduced.Attention must be paid to the distinction between what a player knows and what their PC knows. Players may sometimes act on information that their PC could not know. The referee may occasionally need to remind players of this and even forbid specific actions.Player characters may, through the course of play, naturally develop grudges or rivalries. This is especially true when characters of opposite alignments adventure together. This is a natural and fun part of good role-playing. However, the referee should ensure that such grudges do not dominate play and spoil the adventure for others.The referee must keep the game challenging, even when player characters have reached high levels and amassed great wealth and power.Magical research: Spell-casting characters may attempt to create new spells and magic items. When this happens, the referee should pay meticulous attention to game balance. Permanent magic, which may be used without limit, does not allow a saving throw, or increases in power with level can quickly become imbalanced. If in doubt, one option is to allow a new spell or item to be tested for a period, under the proviso that it may need to be altered if it proves to imbalance play.Special abilities: Players may sometimes try to find ways to gain special abilities and powers beyond their characters’ normal class abilities. The referee should be careful when allowing this, as it can lead to imbalance. The guidelines for magical research above should be used.Excess wealth: If the level of PC wealth has gotten out of hand, the referee may wish to find ways to take extra money away from the characters. This should always be done in such a way as to present the player with a choice, for example, pay a local tax or become an outlaw.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/2.-handling-pcs.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/2. Handling PCs.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Running the Game]]></title><description><![CDATA[When describing what player characters experience during an adventure, the referee should be careful to keep an air of mystery. The best way to achieve this is to describe what characters see, hear, smell, and so on without providing additional information to the players.Monsters: Should be described rather than referred to by name. Players will recognize different types of monsters by their descriptions and behaviors.Surprise attacks: When characters are attacked by surprise, the referee should describe the attack itself rather than giving players the complete description of the attacking monster. For example, a character may see a clawed hand reaching out of the shadows. Only in subsequent combat rounds should a more detailed description of the monster be provided.Monster and NPC game stats: The game statistics (e.g., hit points, level) of monsters and NPCs should never be revealed to players. In combat, the referee should describe the effects of damage on a monster rather than telling the players how many hit points it has remaining.Magic items: Should be described rather than referred to by name. Only by experimentation can players discover what powers a magic item has and whether an item is magical!The usual procedure is for the players to draw maps of explored areas based on the referee’s descriptions.Squares: One way to speed up mapping is to specify dimensions (e.g., the width and length of rooms in a dungeon) in terms of map squares rather than feet. Of course, the referee and the players must agree on the size of one map square.Known areas: Sometimes, characters may already know the shape of an explored area. In this case, the referee may draw the parts of the map which are already known.Complex areas: In the case of highly complicated areas, the referee may draw directly on the players’ map. This is not generally to be encouraged, however, as it does not help the players improve their mapping skills.Some groups like using miniatures and a gridded tabletop surface to track exploration and combat.Play surface: The most convenient surface type is something maps can be drawn with erasable pens. The surface should be gridded for ease of tracking the movements of characters.Scale: The typical scale used is 1” on the playing surface = 5’ in the game world (or 5 yards for outdoor encounters).Miniatures: Miniature figures are available to purchase from many different companies. Alternatively, simple tokens like dice or beads can be used.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/3.-running-the-game.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/3. Running the Game.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Monsters and NPCs]]></title><description><![CDATA[The referee is responsible for deciding how monsters and NPCs react when encountered and what schemes and tactics they follow when the PCs are elsewhere.When deciding how a monster or NPC acts, the referee should bear its level of intelligence in mind. Intelligent monsters might use any of the following tactics.Traps and stealth: Monsters who are cunning but not physically powerful might lay traps or ambushes and may favor attacking PCs from a distance with missile weapons.Guards: Monsters may use guards or pets to weaken PCs or protect important escape routes.Magic items: Monsters will use any magic items in their lair to thwart the PCs.Learning and preparation: If PCs encounter but do not defeat monsters, the monsters will learn from the experience and prepare for a repeat attack. They may build defensive structures, call for reinforcements, relocate their base of operations, and so on.Adaptation: Monsters may copy or adapt tactics successfully used by PCs and plan specific counter-moves.When designing encounters, the referee should remember that—like player characters—monsters and NPCs will join forces to increase their chance of survival.Combined forces: Monsters skilled in melee, missile attacks, and magic may join forces.Leaders: May have special abilities, maximum hit points, or additional Hit Dice.The same as player characters, intelligent monsters and NPCs have their interests and motivations.Role-playing: The referee should consider the monster’s reaction to negotiations with PCs, considering its alignment and personality. Monsters should not always cooperate with PCs’ wishes!Allies: Monsters and NPCs may be encountered with friends, minions, or retainers. These will come to the aid of the monster or may avenge it if it is defeated.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/4.-monsters-and-npcs.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/4. Monsters and NPCs.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Adventure Scenarios]]></title><description><![CDATA[The first step in designing an adventure of any kind is to decide on the type of scenario. This hook draws the player characters to the adventure site and provides a background theme for the referee to tie the location together. The scenario drives the referee’s choices of specific traps, treasures, and monsters to be placed in the area. The following examples may be used for inspiration.An evil presence (e.g., a monster or NPC) must be banished or destroyed. It may have been dormant for many years and only recently awakened (perhaps due to another party’s meddling).Settlers plan to move into an abandoned settlement or stronghold. Before they arrive, the PCs must scout the area and clear out any monsters or other dangers. The ruins need not be remote—they could even be within (or beneath) a significant settlement.The PCs discover a long-lost race in a fantastic location. They may have once been human but now adapt to their strange environment. For example, they may have reverted to bestial behavior or may be adapted to subterranean life, with pale skin and infravision.An enemy has taken the PCs prisoner, and they begin the adventure in captivity, possibly with a horrible fate awaiting them shortly. They must regain their freedom.An NPC hires the party to explore and map an unknown region. This may be a previously uncharted area or a recent alteration to a familiar territory (e.g., a magic castle may appear in an empty plain).A deity or powerful NPC (e.g., a king) sends the PCs on a quest. This may involve recovering holy or magical items.Bandits, wicked monsters, or an evil wizard have kidnapped important NPCs. The PCs attempt to rescue the prisoners, either seeking a reward or because of a personal connection with the unfortunate captives. The PCs may also be hired as bodyguards to NPCs negotiating with the kidnappers.An invasion is looming (or in progress)! The PCs are tasked with infiltrating an enemy outpost, gathering intelligence on their plans, strengths, and weaknesses, and (if possible) destroying them.A gateway allows magical travel (either one-way or bidirectional) between distant locations or other worlds. The PCs may be tasked with locating a lost portal or closing a portal used by enemies. The portal may also be the only means of travel to a fantastic destination the PCs must visit.To consult with an oracle, remove a curse, or find a holy relic, the PCs must journey to a sacred site (e.g., a shrine or temple). The exact location of the site is usually a matter of conjecture.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/5.-adventure-scenarios.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/5. Adventure Scenarios.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6. Designing a Dungeon]]></title><description><![CDATA[Decide on the basic form and structure of the dungeon (the table below may be used) and begin to consider ideas for the main rooms or areas.Based on the selected adventure scenario and dungeon setting, decide what types of monsters inhabit the dungeon, choosing from any available monster books, creating new monsters specially for the dungeon, or tailoring standard monsters to the location.Overall shape: The dungeon setting will determine the structure of the rooms and connecting passages (e.g., rough cavern walls, carefully laid-out defensive structures, etc.).Mapping scale: Typically, dungeon maps are drawn on graph paper with a 10’ per square scale. (Larger or smaller scales may be used as appropriate.)Numbering: Give each area (e.g., room or cave) of the dungeon a number so that the location on the map can easily be cross-referenced with the description of its contents (see step 4).Make notes describing each area on the map that was given a number. Monsters, treasures, and areas that play an essential role in the adventure should be noted first. Areas of less importance may be stocked (using the guidelines below if desired).Important details: Monsters (including the possibility of patrols in the area), traps, tricks, treasures, or special magical effects that are present should be noted.Secondary details: Additional descriptive details for each area may also be noted: furnishings, everyday items, smells, sounds, lights, etc.Dungeons often consist of a series of deeper and deeper floors—known as 'levels'—accessible by stairways, trap doors, chutes, pits, etc. PCs enter the 1st level of a dungeon initially and may discover entrances to deeper levels.The level of danger and the amount of treasure in a dungeon should be suitable to the level of the PCs.It is usual for lower levels of the dungeon to have greater risks and rewards. Normally, 1 HD monsters live in the 1st level of a dungeon, 2 HD monsters in the 2nd level, and so on.Monsters or traps usually guard treasure, but sometimes, an unguarded cache of loot may be found.Experienced players: When designing dungeons for experienced players, the referee should consider placing only very few completely unguarded treasures.Deep dungeon levels: The referee may wish not to place any unguarded treasures in the 9th or deeper dungeon levels.Monsters: These may be selected by hand or rolled on an encounter table.Specials: Weird or magical features of an area, including tricks or puzzles.Traps: If treasure is present, the trap may be set so that it is triggered when the treasure is tampered with (a treasure trap). Otherwise, the trap may be triggered by simply entering the room or a certain area (a room trap).Treasure: If a monster is in the room, roll the treasure type indicated in its description. Otherwise, the treasure depends on the dungeon level (see below).
Falling block: Inflicts 1d10 damage (save versus petrification to avoid).
Gas: Poisonous gas fills the room (save versus poison or die).
Mist: Harmless; looks like poison gas.
Pit: Opens up beneath characters’ feet, inflicting falling damage on any who fall in (see Falling).
Scything blade: Swings from the ceiling, attacking for 1d8 damage.
Slide: Opens up beneath characters’ feet, sending them to a lower level. Darts: 1d6 spring-loaded darts fire at the character, doing 1d4 damage each.
Flash of light: Causes blindness for 1d8 turns (save versus spells).
Hidden monster: e.g., a snake; released when the treasure is disturbed.
Illusion: Typically of a monster. The monster has AC 9 [10] and vanishes if hit in combat. Its attacks do not inflict real damage: a PC who appears to die just falls unconscious for 1d4 turns.
Spray: A mysterious liquid covers the character. Monsters are attracted to the smell: the chance of wandering monsters is doubled for 1d6 hours.
Sprung needle: A needle coated with poison jabs out (save vs. poison or die). Alarms: Entry alarm that attracts nearby guardians.
Animating objects: Inanimate objects that attack if disturbed.
Falling blocks: Stone block falls to prevent passage.
Illusions: Illusionary passages, doors, or stairways.
Shifting architecture: Doors lock, and the room rotates, rises, or falls.
Strange waters: Pool or fountain with weird, magical effects.
Teleports: Magical portal or teleporter to another area of the dungeon.
Trapdoors: Leading to a hidden area.
Voices: Walls or architectural features speak or moan (e.g., a talking statue).
Level 1: 1d6 × 100sp; 50%: 1d6 × 10gp; 5%: 1d6 gems; 2%: 1d6 pieces of jewellery; 2%: 1 magic item.Level 2–3: 1d12 × 100sp; 50%: 1d6 × 100gp; 10%: 1d6 gems; 5%: 1d6 pieces of jewellery; 8%: 1 magic item.Level 4–5: 1d6 × 1,000sp; 1d6 × 200gp; 20%: 1d6 gems; 10%: 1d6 pieces of jewellery; 10%: 1 magic item.Level 6–7: 1d6 × 2,000sp; 1d6 × 500gp; 30%: 1d6 gems; 15%: 1d6 pieces of jewellery; 15%: 1 magic item.Level 8–9: 1d6 × 5,000sp; 1d6 × 1,000gp; 40%: 1d12 gems; 20%: 1d12 pieces of jewellery; 20%: 1 magic item.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/6.-designing-a-dungeon.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/6. Designing a Dungeon.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[7. Designing a Wilderness]]></title><description><![CDATA[Basic geography: Decide on the basic geography and climate of the region to be described, whether it primarily consists of mountains, forest, desert, etc. The size of the region should also be determined.Milieu: At this stage, the nature of the milieu being detailed should also be considered: the general level of technology, availability of magic, presence of different monsters and intelligent races, and so on.New campaigns: When starting a new campaign, it is recommended to begin by detailing a small, self-contained area that can be expanded upon over time.Major terrain features: Using graph or hex paper, create a map of the wilderness area, marking the major terrain features such as mountain ranges, rivers, seas, lakes, islands, forests, swamps, etc. Real-world maps may serve as inspiration for the natural structure and relationship of terrain features.Scale: Typically, a large-scale map (24 miles per hex) is drawn first, followed by smaller-scale maps (6 miles per hex) of certain areas, adding more detail.Mark the areas controlled by humans, bearing in mind the needs of human civilization (rivers, farmland, etc.).Government: Also note the ruler of each human-controlled area: a petty lord, a mighty king, a league of merchants, etc.Base town (see step 5): This is typically placed in one of these regions.Mark regions controlled by other intelligent species in the setting (e.g., demihumans, monstrous races, and so on), taking their preferred environment and way of life into account.Nomads: Some intelligent species may keep domains with well-defined boundaries while others may move around—hunting or raiding—within a more vaguely defined area.Monsters: The territories of significant, non-intelligent monsters may also be marked on the map at this stage.Locate a base town for player characters on the map, typically close to a river or road near the center of the map. This is where the play will begin. The guidelines in Designing a Base Town may flesh out the base town.Place one or more dungeons on the map somewhere near the base town.Distance: Dungeons are generally located around a day’s journey from the base town—close enough that travel between the town and the dungeon is convenient but not so close that the town is plagued by monsters from the dungeon.Standard tables: The standard encounter tables (see ***Wilderness Encounters may be suited to some areas of the campaign map.Custom tables: For other areas, the referee may prefer to create new tables with a selection of monsters customized to the area. Special encounter tables should take account of the intelligent and monstrous species marked on the map.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/7.-designing-a-wilderness.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/7. Designing a Wilderness.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[8. Designing a Base Town]]></title><description><![CDATA[Decide how large the base town is and roughly how many inhabitants it has. The size of settlements generally depends on the level of technology available in the setting. For medieval or similar settings, the following may be used as a guide:Make some notes on the presence of the following services that adventurers may require:
Black market: For selling treasure and contacting thieves or smugglers.
Guard: A town militia or police force to keep the peace and protect the town. It may be useful to note whether the guards are open to bribery and how frequently they patrol various areas of the town.
Healing: Some means for characters to cure their wounds (and possibly more advanced services such as curing diseases or raising the dead). In settings where magical healing exists, such services may be available at a temple, church, or shrine.
Lodgings: Rooms to rent, inns, etc.
Rumors: Places where notices are posted and gossip spreads.
Decide how the town is ruled: whether by a local sheriff or mayor appointed by a lord, an elected council, a confederacy of merchants, etc. It is also possible that a high-level NPC adventurer (with attendant guards and magic) may rule the town.Other vital NPCs in the town should be noted, especially those associated with one of the above-mentioned services or those who might wish to hire the PCs to undertake missions.A few local rumors may be noted to provide hooks for the player characters to start exploring the local area and find their way to one of the placed dungeons.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/8.-designing-a-base-town.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/8. Designing a Base Town.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[9. Awarding XP]]></title><description><![CDATA[All characters who return from an adventure alive receive experience points (XP). XP is gained from two sources: treasure recovered and monsters defeated.Treasure that PCs bring back from an adventure is the primary means by which they gain XP—usually accounting for ¾ or more of the total XP earned.Non-magical treasure: Characters gain 1 XP per 1 gold piece (gp) value of the treasure.Magical treasure: Does not grant XP.All monsters defeated by the party (i.e., slain, outsmarted, captured, scared away, etc.) grant XP based on how powerful they are. See the table below.Base XP: The XP value of a monster is determined by its Hit Dice.Bonus XP / ability: A monster’s XP value is increased for each special ability it has. Special abilities are indicated by asterisks following the monster’s HD rating.Monsters with bonus hit points: Monsters whose HD are notated as a number of dice plus a fixed hit point bonus (e.g., HD 4+2) are more powerful and are listed separately in the table. For example, a monster with 2 HD is worth 20 XP, but a monster with 2+2 HD is worth 25 XP.Higher HD monsters: For each HD above 21, add 250 XP to the Base and Bonus amounts.Extraordinary peril bonus: A monster defeated under hazardous circumstances may be treated as one Hit Dice category higher on the table.The XP awards for treasures recovered and monsters defeated are totaled and divided evenly between all characters who survived the adventure—this includes retainers (see Retainers).Awarded XP is always divided evenly, irrespective of how the players decide to split the treasure.The referee may optionally grant XP bonuses to players who did exceptionally well. Likewise, players who did not do their share of the work may be penalized.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/6.-running-adventures/9.-awarding-xp.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/6. Running Adventures/9. Awarding XP.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Acolyte]]></title><description><![CDATA[1st level clerics on a quest for their deity.
Leader: Groups of 4+ are led by a higher level cleric (1d10: 1–4: 2nd level, 5–7: 3rd level, 8–9: 4th level, 10: 5th level). Choose or roll the leader’s spells.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/acolyte.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Acolyte.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ape, White]]></title><description><![CDATA[Albino, herbivorous, gorilla-like apes that live in caves and emerge at night to forage.
Territorial: Defend their lair with threats and, if this is ignored, violence.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/ape,-white.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Ape, White.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Bandit]]></title><description><![CDATA[NPC thieves who live by robbery.
Trickery: Use disguise or trickery to surprise victims.
Leader: May have a leader of 2nd level or higher (any human class).
Hoard: Only have treasure type A when encountered in their wilderness lair.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/bandit.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Bandit.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Baslisk]]></title><description><![CDATA[10’ long, serpentine lizards. Unintelligent, but highly magical. Dwell in caverns and twisted brambles.
Surprise: Characters surprised by a basilisk meet its gaze.
Petrifying touch: Anyone touched by a basilisk is turned to stone (save vs. petrify).
Petrifying gaze: Anyone meeting a basilisk’s gaze is turned to stone (save versus petrify). Unless averting their eyes or using a mirror, characters in melee are affected each round.
Averting eyes: -4 penalty to-hit; the basilisk gains a +2 bonus to attack.
Mirrors: The reflection of a basilisk is harmless. Fighting by looking in a mirror incurs a -1 penalty to attack. If a basilisk sees its own reflection (2-in-6 chance), it must save or be petrified.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/baslisk.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Baslisk.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Bat]]></title><description><![CDATA[Nocturnal, flying mammals that roost in caves or ruins.
Echolocation: Unaffected by effects that impair, modify, or rely on sight. Blinded by magical silence.
Carnivorous bats that may attack adventurers, if hungry. 1-in-20 groups of giant bats are vampiric (*see Giant Vampire Bat*).
Echolocation: See main entry. Echolocation: See main entry.
Unconsciousness: For 1d10 rounds (save versus paralysis).
Blood drain: A vampire bat may drain blood from an unconscious victim: 1d4 hit points automatic damage per round. A victim killed by blood drain becomes undead (possibly a vampire after 24 hours (save versus spells). Echolocation: See main entry.
Swarm: 10 bats can swarm around a target’s head, causing confusion: -2 to attack rolls and saves; unable to cast spells.
Attacks: As normal human.
Flighty: Unless magically summoned or controlled, normal bats check morale every round.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/bat.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Bat.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Bear]]></title><description><![CDATA[
Bear hug: If a victim is hit by both paws in the same round, the bear hugs for an extra 2d8 automatic damage.
6’ tall; favour eating berries and roots.
Bear hug: See main entry.
Defensive: Adults will protect their young with their lives, but otherwise only attack if cornered.
Camp raids: Sometimes raid camps, for food (especially fish and sweet treats).
Ferocious, 15’ tall grizzly bears found in caves and Lost World settings. Omnivorous, but prefer meat, including humans.
Bear hug: See main entry.
Sense of smell: Poor eyesight, but keen sense of smell. When hungry, will follow a track of blood by scent.
Aggressive, 9’ tall. Silver-tipped fur, brown or reddish brown in colour. Live in forests and mountains. Favour eating meat.
Bear hug: See main entry.
Aggressive, white-furred bears that stand 11’ tall and live in cold regions. Favours eating fish.
Bear hug: See main entry.
Swimming: Excellent swimmers.
Snow walk: Wide paws allow running on the surface of snow without sinking.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/bear.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Bear.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Beetle, Giant]]></title><description><![CDATA[2½’ long. Commonly found underground.
Glowing nodules: Three glowing glands (two above the eyes, one on the abdomen) cast light in a 10’ radius. If removed, keep glowing for 1d6 days.
3’ long, burrowing beetles are sometimes encountered below ground.
Oil spray: Use when attacked. Targets one opponent within 5’. A hit causes painful blistering: -2 to attack rolls for 24 hours. Cure light wounds can be used to cure this, instead of restoring hit points.
Carnivorous, 4’ long, tiger-striped beetles with powerful, crushing mandibles. Hunt robber flies, but sometimes eat humans.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/beetle,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Beetle, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Berserker]]></title><description><![CDATA[Fighters who enter a rage in battle. They never take prisoners.
Battle rage: +2 to hit humans and similar humanoids (e.g. orcs, goblins. Rage sometimes makes them attack their allies.
Hoard: Only have treasure type B when encountered in the wilderness.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/berserker.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Berserker.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Black Pudding]]></title><description><![CDATA[Huge (5’–30’ across), mindless blobs of amorphous black jelly. Driven by ravenous hunger.
Immunity: Only harmed by fire-based attacks.
Division: Non-fire attacks (including spells cause the pudding to divide. Each hit creates a 2HD pudding that does 1d8 damage.
Erode wood and metal: Can dissolve wood or metal in one turn.
Cling: Can move across walls and ceilings.
Seep: Can squeeze through small holes and cracks.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/black-pudding.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Black Pudding.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Blink Dog]]></title><description><![CDATA[Highly intelligent, dingo-like dogs that live in packs. Have the innate ability to blink in and out of existence.
Blink: In combat, teleport close to an enemy, attack, then reappear 1d4 × 10’ away. If they have initiative, can blink away without the opponent being able to counter-attack.
Disappear: If in serious danger, the pack can flee by entirely disappearing.
Hate warp beasts: Always attack.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/blink-dog.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Blink Dog.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Boar]]></title><description><![CDATA[Omnivorous wild boars that dwell primarily in forests. Can be irascible and dangerous, if disturbed.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/boar.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Boar.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Brigand]]></title><description><![CDATA[Outlaws and mercenaries who make a living by raiding settlements and attacking travellers.
Footmen: Half the group has: leather armor, shield, sword, shortbow.
Cavalry: The other half is mounted on riding horses and has: chainmail, shield, and sword.
Leaders and commanders: For every 20 brigands, there is a leader (2nd-level fighter). For every 40 brigands, there is a commander (4th-level fighter). Leaders ride war horses (with barding) and have plate mail, sword, and lance.
Fortified camps: Bands commonly combine and live in a camp of 5d6 × 10 brigands.
Camp leaders: Combined camps are led by a 9th-level fighter, plus a 5th-level fighter for every 50 brigands. Also 50% chance of a magic-user (level 1d3 + 8); 30% chance of a cleric (8th level).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/brigand.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Brigand.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Buccaneer]]></title><description><![CDATA[Sailors who make a living by raiding coastal settlements and robbing other ships. Typically ply rivers, lakes, and coastal waters; occasionally oceans.
Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 buccaneers each); coastal waters: 1d6 small galleys (1d3+1 × 10 buccaneers each); any: 1d4 longships (1d3+2 × 10 buccaneers each); ocean: 1d3 small warships (1d5+3 × 10 buccaneers each). (See Water Vessels for details on ships.)
Arms: 60% of the group have: leather armor, sword; 30% have: leather armor, sword, or crossbow; 10% have: chainmail, sword, or crossbow.
Leaders and captains: For every 30 buccaneers, there is a 4th-level fighter. Each ship has a captain (7th-level fighter).
Fleet commander: 9th level fighter. 30% chance of a magic-user (level 1d2 + 9); 25% chance of a cleric (8th-level).
Treasure: Divided between vessels. Instead of carrying aboard, may have a map of where it is buried.
Havens: Lawless, fortified, coastal towns may act as a haven for buccaneers and pirates.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/buccaneer.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Buccaneer.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Bugbear]]></title><description><![CDATA[Jump to:navigation, searchLarge, hairy goblins with an ungainly gait. Favour attacking by surprise.
Surprise: On a 1–3, due to stealth.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/bugbear.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Bugbear.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Caecilia]]></title><description><![CDATA[Gigantic (30’ long), grey, worm-like amphibians, with huge, toothed maws.
Swallow whole: On a natural 19 or 20 attack roll. Inside the monster’s belly: suffer 1d8 damage per round (until the caecilia dies); may attack with a dagger at -4 to hit; body digested in 6 turns after death.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/caecilia.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Caecilia.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Camel]]></title><description><![CDATA[Irascible animals that are adapted to life in dry climates. Often used for transportation in deserts.
Ill-tempered: Bite or kick creatures in their way, including owners.
Water: After drinking well, can survive 2 weeks without water.
Desert travel: Move at full speed through broken lands and deserts.
Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at half speed.
Charge attacks: These are not possible, when mounted on a camel.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/camel.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Camel.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Carcass Crawler]]></title><description><![CDATA[9’ long, 3’ high, many-legged, segmented worms with a ring of 2’ long tentacles around their mouths.
Paralysis: A hit by a tentacle causes paralysis for 2d4 turns (save versus paralysis). Paralyzed victims will be devoured if the crawler is left in peace.
Cling: Can walk on walls and ceilings.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/carcass-crawler.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Carcass Crawler.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Cat, Great]]></title><description><![CDATA[Cautious hunters that usually avoid combat with humans unless starving or cornered. Great cats may be playful, but are quick to anger. They remain outdoors, rarely venturing deep underground.
Pursuit: Always pursue prey that flees.
Favoured prey: Often develop a taste for a certain type of meat (this may include humans!), hunting that creature with preference.
Inquisitive: May follow PCs out of curiosity.
Hunt in groups called “prides”. Live in hot regions, typically in savannah or scrublands close to deserts.
Pursuit: See main entry.
Have yellow-brown fur and favor mountains, deserts, and forests. Will occasionally venture into dungeons.
Pursuit: See main entry.
High-speed hunters that live in plains and forests.
Pursuit: See main entry.
Huge, aggressive cats with foot-long fangs. Normally only found in Lost World regions.
Pursuit: See main entry.
Large, solitary hunters with striped camouflage markings. Favor woodlands and cooler regions.
Pursuit: See main entry.
Surprise: On a 1–4, in woodland, due to camouflage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/cat,-great.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Cat, Great.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Cave Locust]]></title><description><![CDATA[2–3’ long, herbivorous, giant crickets that dwell in caverns.
Blend in with stone: May be overlooked or mistaken for statues, due to their stony coloration.
Shriek: If attacked or frightened, shriek to warn others. This may attract wandering monsters (20% chance per round).
Jump: Very skittish. If attacked, usually flee by jumping up to 60’ and then flying away. 50% chance of jumping at a random opponent, in which case treat the jump as an attack.
Spit: Used defensively. 10’ range. Target treated as AC 9 [10]. The affected character is covered in stinking spittle: and unable to act for 1 turn (save versus poison). Until the goo is washed off, others who come within 5’ must also save versus poison or be violently sick.
Poison immunity: Immune to yellow mold and most poisons, due to their habit of eating fungi.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/cave-locust.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Cave Locust.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Centaur]]></title><description><![CDATA[Fantastic creatures with the legs and body of a horse, and the upper body and head of a human. Live in small family or tribal groups, in wild meadows and isolated forests.
Weapons: Bows, clubs, lances.
Lair: Hidden in dense woods, along twisting, guarded paths.
Females and young: Normally remain in the lair. Flee if attacked. Young has 2HD and makes 2 hoof attacks (1d2) and 1 weapon attack (1d4 or by weapon).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/centaur.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Centaur.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Centipede, Giant]]></title><description><![CDATA[1’ long centipedes that dwell in dark, damp locations.
Poison: Causes victims to become horribly sick for ten days (save versus poison): no physical activity possible except half-speed movement.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/centipede,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Centipede, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Chimera]]></title><description><![CDATA[Horrific, hybrid monstrosities with the forequarters of a lion, the hindquarters of a goat, the wings of a dragon, and three heads: goat, lion, and dragon. Dwell in wild, hilly areas, or sometimes in dungeons.
Attack pattern: Dragon head: 50% chance of breath attack, otherwise bites.
Breath weapon: Cone of fire: end 10’ wide, 50’ long. Can be used up to three times per day.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/chimera.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Chimera.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Cockatrice]]></title><description><![CDATA[Small, magical, bird/reptile hybrids with long serpent tails and the head, legs, and wings of a cockerel. Live in all environments.
Petrification: Anyone touched is turned to stone (save versus petrify).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/cockatrice.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Cockatrice.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Crab, Giant]]></title><description><![CDATA[Unintelligent crustaceans that lurk in coastal waters and creep along beaches. Cannot swim.
Ravenous: Attack any moving creature.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/crab,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Crab, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Crocodile]]></title><description><![CDATA[Large reptiles that are ungainly on land and live primarily in water, lurking just beneath the surface of subtropical swamps and lazy rivers. If hungry, attack any creatures that venture into the water.
Feeding frenzy: Attracted to the scent of blood or violent movement in the water.
More than 50’ long. Usually encountered in Lost World regions. Will attack small ships.20’ or more long. May attack small watercraft (canoes, rafts).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/crocodile.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Crocodile.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Cyclops]]></title><description><![CDATA[20’ tall humanoids with a single, central eye. Dwell in caves, alone or in small groups. Cultivate grapes and raise sheep.
Attack penalty: -2 penalty on all hit rolls, due to limited depth perception.
Rock throwing: Up to 200’.
Slow-witted: Can be tricked by clever PCs.
Curse: 1-in-20 cyclops can place a curse on a character once a week. Save versus spells or be afflicted by a curse of the referee’s choosing. (Maximum possible effects: -2 penalty to saves, -4 penalty to hit, an ability score reduced by 50%.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/cyclops.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Cyclops.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Dervish]]></title><description><![CDATA[Fanatically religious, nomadic people who wander steppes and desert regions, living in tents.
Mounted: On warhorses.
Arms: 50% of the group have: leather armor, shield, or lance; 25% have: leather armor, shield, shortbow, or sword; 25% have: chainmail, shield, and lance.
Camps: Groups commonly combine and live in a camp or tribe of up to 300 dervishes, plus women, children, and animals. 25% chance of a wood or brick enclosure.
Camp leaders: Led by a 10th-level cleric.
Intolerant: Of other religious views.
Holy war: Occasionally wage war against other religious factions. Will slay people of different faiths, or take them prisoner. Prisoners must convert; otherwise killed or used as slaves. Characters of Lawful alignment may be asked to join the holy war. Dervishes are highly suspicious of those who refuse (without good reason).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/dervish.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Dervish.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Djinni (Lesser)]]></title><description><![CDATA[Highly magical, free-willed, intelligent beings from the elemental plane of air. Tall humanoids wreathed in clouds. Mundane damage immunity: Can only be harmed by magical attacks. Magic powers:
Each can be used three times per day: Whirlwind form: 5 rounds to transform (or change back). 70’ tall, 20’ wide at top, 10’ wide at base. Moves at 120’ (40’). 2d6 damage to all in the path. Creatures with less than 2HD swept aside (save vs. death).
Gaseous form
Invisibility
Illusion: Visual and audial. No concentration is required. Remains until touched or dispelled.
Create food and drink: For 12 humans and mounts for one day.
Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
Conjure soft goods / wooden objects: Up to 1,000 coins weight. Permanent. Carrying capacity: 6,000 coins without fatigue. Up to 12,000 coins for 3 turns walking / 1 turn flying. Must rest 1 turn afterward. If killed: Returns to the plane of air. ]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/djinni-(lesser).html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Djinni (Lesser).md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Doppleganger]]></title><description><![CDATA[Intelligent, human-sized shape-shifters of wicked character and highly magical nature.
Shape stealing: Can adopt the form of any human-like creature (7’ tall or less) observed. Then proceed to attack the person mimicked.
Trickery: Will attempt to kill a PC, take on their role, and then attack the party by surprise (e.g. during a battle).
Reversion: If killed, reverts to its original form.
Spell immunity: Unaffected by sleep and charm spells.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/doppleganger.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Doppleganger.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Dragon]]></title><description><![CDATA[A proud, ancient race of gigantic, carnivorous, winged reptiles. There are many subspecies of dragons, many of which are distinguished by the color of their scales. All dragons are egg-layers and hoard treasure in their lairs, far from areas of human civilization. Behavior: Chaotic dragons usually try to eat humans but may sometimes capture them. Neutral dragons may attack or ignore humans. Lawful dragons may aid parties worthy of the honor. Pride: Dragons are immensely proud creatures and will always listen to flattery. Attack pattern: A dragon always attacks first with its breath weapon, then either breathes again or makes melee attacks (equal chance of either). Breath weapon:
It can be used up to three times per day. All caught in the area suffer damage equal to the dragon’s current hit points (
save versus breath
for half). Shapes of breath weapon: Cloud: 50’ long, 40’ wide, 20’ high.
Cone: 2’ wide at the mouth, 30’ wide at the far end.
Line: 5’ wide along the whole length. Energy immunity: Unharmed by their own breath weapon or lesser versions thereof. Automatically save versus similar attack forms. (For example, a red dragon is immune to flaming oil and suffers half damage from fire ball spells.) Language and spells: Some dragons are able to speak (their tongue plus Common). The chance is listed by subspecies. Those who can speak can also cast randomly selected magic-user spells(the listed number and level of spells). Sleeping: The chance of a dragon being asleep when encountered on the ground is listed by subspecies. A sleeping dragon may be attacked for one round with a +2 bonus to hit. Dragons may sometimes pretend to be asleep! Subduing: Will surrender if reduced to 0hp by non-lethal attacks (see ***Subduing, admitting that it has been defeated. (Subdual damage does not reduce the damage done by the breath weapon.) A subdued dragon will attempt to escape or attack its captors, if the opportunity presents itself or if given a suicidal command. A subdued dragon may be sold for up to 1,000gp per hp. Age: The following stats describe dragons of average size. Younger dragons may have up to 3 HD less and ¼ or ½ as much treasure. Older dragons may have up to 3 HD more and twice as much treasure. Lairs: A dragon’s treasure is always kept in its well-hidden lair and is seldom unguarded. Dwell in swamps and marshes.
Breath weapon: 60’ long line of acid.
Language and spells: 20%; 4 × 1st level.
Sleeping: 40%.
Favour open plains and deserts.
Breath weapon: 100’ long line of lightning.
Language and spells: 40%; 4 × 1st level, 4 × 2nd level.
Sleeping: 20%.
May be encountered in any terrain, often in the guise of a person or animal.
Breath weapon: 90’ long cone of fire or cloud of chlorine gas.
Language and spells: 100%; 4 × 1st level, 4 × 2nd level, 4 × 3rd level.
Sleeping: 5%.
Shape changing: May take on the form of a person or animal.
Lair in jungles and forests.
Breath weapon: Cloud of chlorine gas.
Language and spells: 30%; 3 × 1st level, 3 × 2nd level.
Sleeping: 30%.
Dwell in hills and mountains.
Breath weapon: 90’ long cone of fire.
Language and spells: 50%; 3 × 1st level, 3 × 2nd level, 3 × 3rd level.
Sleeping: 10%.
Intelligent, aquatic dragons with green scales, fin-like wings, and a yellowish crest. Dwell in the depths of the ocean, inhabiting caverns or shipwrecks. Sometimes attack vessels to steal their treasure and eat the crew.
Breath weapon: Poison spittle, 100’ range, 20’ diameter. Save versus breath or die. (Poison is harmless after 1 round.)
Language and spells: 20%; 3 × 1st level, 3 × 2nd level.
Sleeping: 30%.
Gliding: Leap out of the water and glide for up to 6 rounds.
Found in cold regions.
Breath weapon: 80’ long cone of cold.
Language and spells: 10%; 3 × 1st level.
Sleeping: 50%.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/dragon.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Dragon.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Dragon Turtle]]></title><description><![CDATA[Gargantuan sea monsters with the body and hard shell of a turtle and the head, tail, and legs of a dragon. Lurk in huge caves in the depths of the ocean, only rarely coming to the surface.
Breath weapon: 90’ long, 30’ wide cloud of steam. Can be used up to three times per day. All caught in the area suffer damage equal to the dragon turtle’s current hit points (save versus breath for half).
Mistaken for island: When floating, can be mistaken for a small island.
Attack ships: Sometimes try to destroy ships and eat the crew by surfacing below.
Treasure: From sunken ships.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/dragon-turtle.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Dragon Turtle.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Driver Ant]]></title><description><![CDATA[Giant (6’ long), omnivorous, black ants.
Rapacious: Consume everything in their path, when hungry.
Morale: Attack relentlessly, once they are engaged in melee (morale 12). Will even pursue through flames.
Lair treasure: 30% chance of 1d10 × 1,000gp worth of gold nuggets, mined by the ants.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/driver-ant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Driver Ant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Dryad]]></title><description><![CDATA[Shy, peaceful, yet wary tree spirits that can manifest as beautiful female humanoids. Live in deep forests.
Bound with tree: Spiritually connected with a single tree. Dryad dies if the tree dies, or if separated by more than 240’.
Meld with tree: Can disappear by joining with her tree.
Defensive: Distrustful of strangers. Attempt to charm anyone who approaches or follows.
Charm: Victim compelled to approach the tree, vanishes inside it (save versus spells with a -2 penalty). If not immediately rescued, the victim is lost forever.
Treasure: Hidden in the roots of the tree.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/dryad.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Dryad.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Dwarf]]></title><description><![CDATA[Short, stocky, bearded demihumans who dwell in mountains and subterranean realms.
Leader: A leader of level 1d6 + 2 is present for every 20 dwarves. The leader may have magic items: 5% chance per level for each magic item table (except Scrolls and Wands/Staves/Rods) — see Magic Items.
Hate goblins: Normally attack on sight.
See Dwarf for the character class.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/dwarf.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Dwarf.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Efreeti (Lesser)]]></title><description><![CDATA[Highly magical, free-willed, intelligent beings from the elemental plane of fire. Manifest as giant men with demonic faces and an aura of heat and smoke. Solidify out of billowing smoke clouds. Mundane damage immunity: Can only be harmed by magical attacks. Magic powers:
Each can be used three times per day: Pillar of flame: Transform into a column of fire for up to 3 rounds. Flammable items within 5’ are ignited. Attacks do an additional 1d8 damage (3d8 total).
Invisibility
Illusion: Visual and audial. No concentration is required. Remains until touched or dispelled.
Create wall of fire
Create food and drink: For 12 humans and mounts for one day.
Conjure metallic objects: Up to 1,000 coins weight. Temporary: hardness determines duration (gold: 1 day; iron: 1 round).
Conjure soft goods / wooden objects: Up to 1,000 coins weight. Permanent. Carrying capacity: Up to 10,000 coins (flying). Hate djinn: Attack on sight. Bound servitor: Efreet summoning spells can be researched by high-level magic-users. Can be bound to servitude for 101 days. Efreet is treacherous and will follow commands to the letter while subverting the intent. ]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/efreeti-(lesser).html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Efreeti (Lesser).md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Elemental]]></title><description><![CDATA[Beings formed of pure, elemental matter (air, earth, fire, or water) that can be summoned from their plane of origin to serve a magic-user.
Mundane damage immunity: Can only be harmed by magical attacks.
Power level: There are three power levels of elemental. Each is typically summoned by different means:
Lesser: AC 2 [17], HD 8*, Att 1 × blow (1d8), SV D8 W9 P10 B10 S12 (8). (Summoned by magic staff.)
Intermediate: AC 0 [19], HD 12*, Att 1 × blow (2d8), SV D6 W7 P8 B8 S10 (12). (Summoned by magic device.)
Greater: AC -2 [21], HD 16*, Att 1 × blow (3d8), SV D2 W3 P4 B3 S6 (16). (Summoned by spell.)
Huge vortexes of whirling air.
Size: 16’ tall, 4’ across / 24’ tall, 6’ across / 32’ tall, 8’ across.
Whirlwind: Creatures with less than 2HD swept aside (save versus death).
Harm flying creatures: Inflict extra 1d8 damage.
Huge, humanoid figures of earth or stone.
Size: 8’ tall / 12’ tall / 16’ tall.
Blocked by water: Cannot cross a channel wider than own height.
Harm creatures on the ground: Inflict extra 1d8 damage.
Whirling columns of fire
Size: 8’ tall, 8’ across / 12’ tall, 12’ across / 16’ tall, 16’ across.
Blocked by water: Cannot cross a channel wider than own diameter.
Harm cold-based creatures: Inflict extra 1d8 damage.
Huge waves of water.
Size: 4’ tall, 16’ across / 6’ tall, 24’ across / 8’ tall, 32’ across.
Water-bound: Must remain within 60’ of water.
Harm creatures in water: Inflict extra 1d8 damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/elemental.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Elemental.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Elephant]]></title><description><![CDATA[Massive, tusked animals that dwell near subtropical forests. Wandering individuals or whole herds may be encountered.
Charge: In the first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Ivory: Each tusk is worth 1d6 × 100gp.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/elephant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Elephant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Elf]]></title><description><![CDATA[Slender, fey demihumans with pointed ears. Live in harmony with nature, in beautiful natural settings.
Spells: Each individual has one random 1st-level arcane spell.
Leader: Groups of 15+ are led by an elf of level 1d6 + 1. The leader may have magical items: 5% chance per level for each magic item table (see Magic Items).
See Elf for the character class.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/elf.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Elf.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ferret, Giant]]></title><description><![CDATA[3’ long ferrets that hunt giant rats in their burrows. Sometimes kept by humans for this aptitude.
Volatile: Unpredictable temper; may turn on trainers or other people.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/ferret,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Ferret, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Fish, Giant]]></title><description><![CDATA[Shy; only attack when seeing a bite-size (halfling-size or smaller) morsel close by.15’ long, pale white. Four feelers beside the mouth. Lurk in the mud at the bottom of rivers and lakes. Will attack creatures on the bottom or swimming above.5’ long piranhas with black and green scales. Live in rivers (occasionally lakes) and attack anything in the water.
Surround opponents: A target can be attacked by up to 8 giant piranhas.
Morale: When blood is in the water, do not check morale.
Spiny fish with lumpy, rock-like skin. Live in saltwater shallows. Normally passive, but highly aggressive if disturbed.
Camouflage: 70% chance of being mistaken for a rock or coral formation.
Grasping: If mistaken for a rock and grasped, all 4 spines automatically hit.
Poison: Causes death (save vs poison).
Huge (nearly 30’ long), aggressive fish with armor plating.
Swallow whole: On a natural 18, 19, or 20 attack roll. Inside the fish’s belly: suffer 2d6 damage per round (until the fish dies); save versus death or be paralysed; may attack with sharp weapons at -4 to hit (inside belly has AC 7 [12]); body digested in 6 turns after death.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/fish,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Fish, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Gargoyle]]></title><description><![CDATA[Magical monsters that look like hideous, horned, winged statues. Semi-intelligent and possessed of a great cunning.
Blend in with stone: This may be overlooked or mistaken for inanimate statues.
Guardians: Almost always attack when approached.
Mundane damage immunity: Can only be harmed by magical attacks.
Spell immunity: Unaffected by sleep or charm spells.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/gargoyle.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Gargoyle.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Gelatinous Cube]]></title><description><![CDATA[10’ cubes of transparent jelly. Move through dungeons, absorbing debris and living creatures they come across.
Surprise: On a roll of 1–4, due to near-invisibility.
Paralysis: For 2d4 turns (save versus paralysis).
Energy immunity: Unharmed by cold or lightning.
Embedded items: Indigestible items (e.g. gems, coins) are carried around inside the cube.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/gelatinous-cube.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Gelatinous Cube.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ghoul]]></title><description><![CDATA[Grotesque, animalistic, undead humans that crave the flesh of the living.
Paralysis: For 2d4 turns (save versus paralysis). Elves and creatures larger than ogres are unaffected. After paralyzing a target, ghouls will attack others.
Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g. poison). Immune to mind-affecting or mind-reading spells (e.g. charm, hold, sleep).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/ghoul.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Ghoul.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Giant]]></title><description><![CDATA[Aggressive, 20’ tall humanoids with skin and hair ranging from grey to white. Dress in pale robes.
Keen sight and smell: Only surprised on a 1.
Boulder throwing: Up to 200’.
Castle: Built into mountainsides or floating on cloud banks.
Guardians: 3d6 giant hawks or (only in mountains) 6d6 dire wolves.
Hate intruders: May block mountain passes to ensure isolation.
16’ tall humanoids with black hair and red skin. Dress in armor fashioned from golden metals (brass, bronze, copper). Dwell in places of extreme heat (e.g., near volcanoes).
Boulder throwing: Up to 200’.
Fire immunity: Unharmed by fire.
Castle: Black, low-walled. Made of baked mud and raw iron.
Guardians: 20% chance of 1d3 hydras, 3d6 hellhounds otherwise.
18’ tall humanoids with pale skin and pale, yellow or blue hair. Dress in furs or iron armor. Males have long beards.
Boulder throwing: Up to 200’.
Cold immunity: Unharmed by cold-based attacks.
Castle: High upon snowy mountains.
Guardians: 20% chance of 3d6 polar bears, 6d6 wolves otherwise.
Hairy, brutish, 12’ tall humanoids of low intelligence. Dwell in foothills. Known to attack human settlements to steal food.
Weapons: Wield giant clubs and spears.
14’ tall humanoids with stone-like, grey skin. Dwell in natural caverns or primitive huts built of stone.
Weapons: Stone clubs made from huge stalactites.
Boulder throwing: Up to 300’.
Guardians: 50% chance of 1d4 cave bears.
22’ tall humanoids with bronze-hued skin and garish hair (red or yellow).
Summon storm: Takes 1 turn.
Lightning bolts: In a storm, may throw lightning every 5 rounds: 60’ long, 5’ wide; inflicts damage equal to the giant’s current hit point total (save versus spells for half damage); will bounce off of hard surfaces in the path.
Lightning immunity: Unharmed by lightning. Enjoy basking in storms.
Castle: High among mountain peaks, atop banks of clouds, or in deep waters.
Guardians: 2d4 griffons. Underwater: 3d6 giant crabs.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Gnoll]]></title><description><![CDATA[Lazy, humanoid hyenas of low intelligence that live by intimidation and theft. Legends say that gnolls were magically created by a wizard who crossbred gnomes and trolls.
Leader: Groups of 20+ are led by a gnoll with 3HD (16hp).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/gnoll.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Gnoll.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Gnome]]></title><description><![CDATA[Short demihumans with long noses and beards. Smaller cousins of dwarves, whom they get along with. Prefer to live in burrows in a non-mountainous country.
Weapons: Typically use war hammers and crossbows.
Infravision: 90’.
Leader: A 2HD (11hp) leader is present for every 20 gnomes.
Clan chieftain and bodyguards: A 4HD (18hp) chieftain and 1d6 3HD (1d4 + 9hp) bodyguards live in the gnome lair. The chieftain gains a +1 bonus to damage.
Hate kobolds: Normally attack on sight.
Mines and machines: Love machinery, mining, gold, and gems. May make foolish decisions to obtain precious items. War with goblins and kobolds over precious metals.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/gnome.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Gnome.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Goblin]]></title><description><![CDATA[Small, grotesque humanoids with pallid, earth-colored skin and glowing, red eyes. Dwell underground.
Infravision: 90’.
Hate the sun: -1 to-hit in full daylight.
Wolf riders: 20% of goblin groups encountered have wolf riders: ¼ of the group mounted on dire wolves.
Hate dwarves: Attack on sight.
Goblin king and bodyguards: A 3HD (15hp) king and 2d6 2HD (2d6hp) bodyguards live in the goblin lair. They do not suffer attack penalties in daylight. The king gains a +1 bonus to damage.
Hoard: Only have treasure type C when encountered in the wilderness or in their lair.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/goblin.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Goblin.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Golem]]></title><description><![CDATA[Artificial beings constructed from different materials by mighty clerics or wizards.
Mundane damage immunity: Can only be harmed by magical attacks.
Immunity: Unharmed by gas; unaffected by charm, hold, and sleep spells.
Other materials: Golems formed of other materials are also possible.
Constructing: A very complex, expensive, and time-consuming process.
Constructed in the form of giant cats (e.g. lions or tigers).
Mundane damage immunity; Immunity: See main entry.
Tracking: Without error.
Detect invisible creatures: Within 60’.
6’ tall constructs of human bone, crafted into a humanoid shape. Have four arms, attached at different places on the torso.
Mundane damage immunity; Immunity: See main entry.
Weapons: 4×1-handed or 2×2-handed.
Attack multiple opponents: Up to 2 per round.
Energy immunity: Unharmed by fire, cold, and electricity.
Bronze constructs that resemble fire giants, possessing a great internal heat.
Mundane damage immunity; Immunity: See main entry.
Flaming blood: If damaged by an edged weapon, emits a spurt of liquid fire: attacker suffers 2d6 damage (save versus death to avoid).
Fire immunity: Unharmed by fire.
3’ tall, roughly constructed, humanoid figures of wood.
Mundane damage immunity; Immunity: See main entry.
Initiative: -1 penalty due to stiff movement.
Flammable: -2 to saves against fire attacks; suffers one extra point of damage per die.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/golem.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Golem.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Gorgon]]></title><description><![CDATA[Magical monsters that resemble iron-scaled bulls. Dwell in plains or foothills.
Charge: When not in melee. Requires a clear run of at least 20 yards. Gore inflicts double damage.
Petrifying breath: Cloud 60’ long, 10’ wide. All in the cloud are turned to stone (save versus petrify to avoid). Unharmed by own breath.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/gorgon.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Gorgon.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Green Slime]]></title><description><![CDATA[Dripping, green slime that clings to walls and ceilings.
Surprise: Drops down on surprised characters from above.
Acid: When in contact with a victim, sticks on and exudes acid. The acid destroys wood or metal (including armor) in 6 rounds, but cannot affect stone.
Consume flesh: Once in contact with flesh for 6 rounds, the victim is turned into green slime in a further 1d4 rounds.
Removing: Once stuck on a victim, can only be removed by fire. This inflicts half damage to the victim and half to the slime.
Immunity: Unharmed by all attacks except cold or fire.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/green-slime.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Green Slime.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Grey Ooze]]></title><description><![CDATA[Slimy horrors that lurk on stone surfaces or among boulders.
Blend in with stone: Difficult to tell apart from wet stone.
Acid: After a successful attack, sticks to the victim and exudes acid. The acid destroys normal armor immediately and inflicts 2d8 damage per round. (Magic armor is dissolved in one turn.)
Energy immunity: Unharmed by cold or fire.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/grey-ooze.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Grey Ooze.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Griffon]]></title><description><![CDATA[Large, rapacious predators combine the features of an eagle (head, wings, front claws) and a lion. Prey on horses.
Attack horses: Within 120’, unless a morale check is passed.
Defend nest: Attack if it is approached.
Taming: Captured young can be trained as loyal mounts. Their fierce nature cannot be trained out: they still instinctively attack horses.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/griffon.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Griffon.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Halfling]]></title><description><![CDATA[Diminutive, furry-footed demihumans who dwell in small villages (30–300 inhabitants).
Leader and militia: Villages are led by a halfling of level 1d6 + 1. A militia of 5d4 2HD guards is also present.
Hoard: Only have treasure type B when encountered in the wilderness.
See Halfling for the character class.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/halfling.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Halfling.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Harpy]]></title><description><![CDATA[Hideous hags with the wings and lower bodies of giant eagles. Use their song to lure victims to their doom.
Charm: Anyone who hears the song of a group of harpies must save versus spells or be charmed: move towards the harpies (resisting those who try to prevent it); defend the harpies; obey the harpies’ commands (if understood); unable to cast spells or use magic items; unable to harm the harpies. A character who saves is unaffected for the rest of the encounter. Killing the harpies breaks the charm.
Magic resistance: +2 bonus to all saves.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/harpy.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Harpy.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Hawk]]></title><description><![CDATA[Birds of prey that drift on high currents of air and hunt prey on the ground.
Swoop: Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).
Trainable: Can be trained as guards or hunting animals.
As big as a great dog. If hungry, may attack humans or similar-sized creatures.
Swoop: See main entry.
Carry prey: Up to halfling-sized.
Small birds of prey. Will only attack humans if they appear defenseless.
Swoop: See main entry.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/hawk.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Hawk.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Hellhound]]></title><description><![CDATA[Monstrous, cunning, and very intelligent hounds, the size of a small pony. Breathe fire and love heat. Dwell in dungeons or near volcanoes.
Fire breath: 2-in-6 chance per round of breathing fire. One target. Save versus breath for half damage.
Fire immunity: Unharmed by non-magical fire.
Detect invisible: 75% chance per round. 60’ range.
Pets: Sometimes found with other creatures with an affinity for fire.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/hellhound.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Hellhound.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Herd Animal]]></title><description><![CDATA[Wild animals that live in large, grazing herds. The exact type depends on the terrain.
Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to hit human-sized or smaller creatures. 1d20 damage.
Males: In groups of 3 or more, only 1-in-4 are males. These have 1d4 extra hit points and protect the herd.
Females and young: Flee from danger. Females do not have a butt attack. Young have half-normal hit points.
For example: elk or moose.
Stampede: See main entry.
For example: caribou or oxen.
Stampede: See main entry.
For example: antelope, deer, and goats.
Stampede: See main entry.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/herd-animal.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Herd Animal.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Hippogriff]]></title><description><![CDATA[They are fantastic creatures, combining the features of a giant eagle (head and forequarters) and a horse. Nest among craggy rocks.
Hate pegasi: Will usually attack.
Mount: Can carry a human-sized rider.
Taming: Can be trained as mounts.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/hippogriff.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Hippogriff.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Hongoblin]]></title><description><![CDATA[Larger and nastier relatives of goblins. Dwell underground but commonly seek prey above ground.
Hobgoblin king and bodyguards: A 5HD (22hp) king and 1d4 4HD (3d6hp) bodyguards live in the hobgoblin lair. The king gains a +2 bonus to damage rolls. A thoul may sometimes be found among the king’s bodyguards.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/hongoblin.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Hongoblin.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Horse]]></title><description><![CDATA[Herd animals that are often used for transportation. Many different domesticated breeds exist.Bred for great strength and endurance. Used to pull vehicles and ploughs or as beasts of burden.
Non-combatant: Will flee if attacked.
Domestic: Not encountered in the wild.
Carry loads: Up to 4,500 coins unencumbered; up to 9,000 at half speed.
Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.
Domestic: Not encountered in the wild.
Carry loads: Up to 3,000 coins unencumbered; up to 6,000 at half speed.
Bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.
Charge: When not in melee. Requires a clear run of at least 20 yards. The rider’s lance inflicts double damage. The Horse cannot attack when charging.
Melee: When in melee, both rider and horse can attack.
Domestic: Not encountered in the wild.
Carry loads: Up to 4,000 coins unencumbered; up to 8,000 at half speed.
Lightly built horses adapted to run at high speed. Can survive purely on grass, wherever available.
Stampede: Herds of 20 or more can trample those in their path. 3-in-4 chance each round. +4 to-hit human-sized or smaller creatures. 1d20 damage.
Taming: Wild horses can be trained as mounts (riding horses).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/horse.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Horse.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Hydra]]></title><description><![CDATA[Large, dragon-like creatures with multiple serpentine heads. Sea hydras (adapted to water, with fins) also exist.
Heads: 1d8+4 heads; 1HD per head.
Disabling heads: For every 8hp damage taken, one head is disabled (cannot attack).
Variants: Special hydras are sometimes found with venom, fiery breath, etc.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/hydra.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Hydra.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Insect Swarm]]></title><description><![CDATA[Swarms of many tiny insects may be encountered, protecting their nest. May also be drawn to light or unusual smells.
Type and locomotion: A swarm may comprise creepers (e.g., spiders, ants, centipedes) or flyers (e.g., bees, hornets). Some swarms can both types of movement (e.g., beetles, locusts).
Size: 10’ × 30’ area, typically.
Immunity: Only harmed by fire, extreme cold, sleep spells (affect the whole swarm), smoke (drives off), or other attacks as the referee wishes.
Swarm attack: Automatically damages characters within swarm area: 2hp if wearing armor, 4hp without.
Warding off: Characters inside the swarm who defend themselves by brandishing a weapon (or similar) suffer half damage from the swarm. A brandished torch damages the swarm.
Escaping: On exiting the swarm, characters continue to suffer half damage until 3 rounds are spent swatting the attached insects.
Diving into water: Suffer damage for one round, then attached insects drown.
Pursuit: An angry (i.e., damaged) swarm will pursue characters until they are out of sight or inaccessible.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/insect-swarm.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Insect Swarm.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Invisible Stalker]]></title><description><![CDATA[Highly intelligent, magical creatures summoned from another plane of existence to perform tasks for powerful magic-users.
Tracking: Without fault.
Surprise: On a 1–5, unless the target can detect invisibility.
If killed: Returns to the plane of origin.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/invisible-stalker.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Invisible Stalker.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Killer Bee]]></title><description><![CDATA[Giant (1’ long) bees of aggressive temperament. Build hives underground.
Aggressive: Usually attack on sight. Always attack intruders within 30’ of their hive.
Die after attacking: On a successful sting attack, a killer bee dies.
Poison: Causes death (save vs. poison).
Lodged stinger: Inflicts 1 damage per round, as the stinger works its way in. A round can be spent to remove it.
Queen: A 2HD queen lives in the hive. The queen does not die when she stings.
Guards: At least 10 bees (4 or more of which have 1HD) remain in or near the hive to protect the queen.
Honey: Magical honey (around 2 pints) may be found in the hive. It heals 1d4 hit points if eaten (in its entirety).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/killer-bee.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Killer Bee.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Kobold]]></title><description><![CDATA[Small, wicked, hairless, canine humanoids with scaly, rust-coloured skin. Dwell underground.
Ambush: Set up surprise attacks.
Infravision: 90’.
Hate gnomes: Attack on sight.
Chieftain and bodyguards: A 2HD (9hp) chieftain and 1d6 1+1HD (6hp) bodyguards live in the kobold lair.
Hoard: Only have treasure type J when encountered in the wilderness or in their lair.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/kobold.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Kobold.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Leech, Giant]]></title><description><![CDATA[Horrid, 3–4’ long, slug-like creatures with sucker mouths. Lurk in swamps.
Blood drain: Attaches to the victim on a successful hit, doing 1d6 automatic damage per round.
Detaching: Must be killed.
If victim dies: Leech detaches and finds a hidden place to digest.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/leech,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Leech, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Living Statue]]></title><description><![CDATA[Animated statues of any size and material (three types described below; others may be invented by the referee.
Immunity: Unaffected by sleep spells.
Magical origins: Created by powerful wizards.
Formed of crystals. Often human in form.
Immunity: See main entry.
Attacks: Depend on the form of statue (humanoid statues may use weapons, animal statues use claws, etc.). Immunity: See main entry.
Absorb metals: Hits with non-magical, metal weapons cause damage, but the weapon may become stuck in the statue (save versus spells). Stuck weapons can be removed if the statue is killed.
Attacks: Depend on the form of statue (humanoid statues may use weapons, animal statues use claws, etc.).
Stony crust filled with magma which they shoot from their fingertips.
Immunity: See main entry.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/living-statue.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Living Statue.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Lizard Man]]></title><description><![CDATA[Semi-intelligent, tribal, aquatic humanoids with reptilian heads and tails. Often encountered in swamps and dungeons, or along rivers and coastlines.
Weapons: Favour spears or large clubs.
Man-eaters: Kidnap humans and demihumans, whose flesh they regard as a delicacy.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/lizard-man.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Lizard Man.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Lizard, Giant]]></title><description><![CDATA[6’ long, carnivorous lizards with skin flaps between legs that enable gliding. Usually dwell above ground, but sometimes shelter in caves. Sometimes attack humans.5’ long, carnivorous, nocturnal lizards. Light blue scales with orange spots.
Cling: Climb walls, trees, etc. and drop on victims.
7’ long lizards whose scales change colour as camouflage.
Surprise: On a 1–5, due to camouflage.
Sticky tongue: Can attack targets up to 5’ away. If the attack succeeds, the victim is dragged to the mouth and bitten (2d4 damage).
Tail: Causes no damage but knocks the opponent down: cannot attack that round.
8’ long, iguana-like, carnivorous lizards with olive scales and a ridge of white spikes along the back. Have been known to attack humans.
Infravision: 90’. Granted by retractable eye membranes.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/lizard,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Lizard, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Lycanthrope]]></title><description><![CDATA[Shapechangers with a human and an animal form.
Human form: Have physical characteristics reminiscent of the associated animal type.
Mundane damage immunity: In animal form, can only harmed by silver weapons or magic.
Languages: In human form, can speak normally. In animal form, they can only speak with animals of the associated type.
Armor: Not used because it hinders shape-changing.
Summon animals: Can summon 1–2 animals of the associated type from the surrounding area (wererats summon giant rats. These arrive in 1d4 rounds.
Wolfsbane: If hit, must save versus poison or flee in terror.
Reversion: If killed, a lycanthrope reverts to its human form.
Scent: Horses and some other animals can smell lycanthropes and will become afraid.
Infection: A character who loses over ½ their hit points from lycanthropes’ natural attacks (i.e., bites, claws) contracts lycanthropy. Humans become were-creatures of the same type (run by the referee, henceforth); non-humans die. The disease takes full effect in 2d12 days, showing signs of infection after half the time.
Corpulent humans who can change into huge swine. Love to eat human flesh. Lurk in isolated human settlements close to forests or marshes.
Shapechange: Only at night.
Ambush: Prefer to attack by surprise.
Charm person: 3 times a day. Save versus spells at -2 or be charmed: move towards the devil swine (resisting those who try to prevent it); obey the devil swine’s commands (if understood); defend the devil swine; unable to cast spells or use magic items; unable to harm the devil swine. Killing the devil swine breaks the charm.
Charmed victims: 1d4-1 accompany a devil swine.
Highly intelligent, also in bear form. Dwell alone or among normal bears.
Amiable: May be friendly, if approached peacefully.
Bear hug: If both claw attacks hit a victim in the same round, the werebear can hug for an extra 2d8 automatic damage.
Semi-intelligent and irascible. In human form, they often appear like berserkers.
Battle rage: In human form, may enter a berserk rage: +2 to hit; fight to the death. Rage sometimes causes them to attack their allies.
Intelligent, humanoid rats who can change into normal humans.
Surprise: On a 1–4; set ambushes.
Languages: Can speak Common in both forms.
Weapons: May also use weapons in animal form.
Exhibit feline behaviour: curious, but dangerous when cornered. Talented swimmers and trackers.
Surprise: On a 1–4, due to stealth.
Semi-intelligent pack hunters.
Leader: Groups of 5+ are led by a werewolf with 5HD (30hp). The leader gains a +2 bonus to damage rolls.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/lycanthrope.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Lycanthrope.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Manticore]]></title><description><![CDATA[Monstrosities with the face of a man, the body of a lion, bat-like wings, and a tail bristling with spikes. Love eating humans. Dwell in wild, mountainous regions.
Tail spikes: 180’ range. 24 in total; 2 regrow each day.
Track and ambush: Follow humans and attack with tail spikes when they stop to rest.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/manticore.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Manticore.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Mastodon]]></title><description><![CDATA[Shaggy elephants with large tusks. Live in icy or Lost World regions.
Charge: In the first round of combat, when not in melee. Requires a clear run of at least 20 yards. Tusks inflict double damage.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
Ivory: 2d4 × 100gp per tusk.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/mastodon.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Mastodon.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Medium]]></title><description><![CDATA[1st level NPC magic-users.
Spells: Each individual has one 1st-level arcane spell memorized. (Choose or select at random.)
Master: 50% of groups are led by a magic-user of 3rd level. The master has two 1st level spells and one 2nd level spell. (Choose or select at random.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/medium.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Medium.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Medusa]]></title><description><![CDATA[Deadly creatures of a magical nature that look like women with writhing snakes in place of hair.
Disguise: Use hooded cloaks to lure victims close before revealing their true form.
Petrification: Anyone who looks at an undisguised medusa will be turned to stone (save versus petrify).
Averting eyes: -4 penalty to-hit; the medusa gains a +2 bonus to attack.
Mirrors: The reflection of a medusa is harmless. If a medusa sees her reflection, she must save or be petrified.
Poison: The snakes’ bites are venomous: save versus poison or die in 1 turn.
Magic resistance: +2 bonus to saves versus spells.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/medusa.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Medusa.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Merchant]]></title><description><![CDATA[Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods (e.g., gold, jewels, silk, spices, wine, etc.).
Weapons: Sword and dagger.
Mounted: On horse, camel, or mule (by terrain).
Wagons: 2 per merchant. Pulled by horses, mules, or camels (by terrain).
Caravan guards: For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, and daggers.
Guard lieutenants: For every 5 merchants, 2 lieutenants are present (2nd–3rd level fighters). AC 4 [15]. Equipped as guards.
Guard captain: Guards are led by a 5th-level fighter. AC 4 [15]. Equipped as guards.
Pack animals: 1d12 extra horses, mules, or camels.
Treasure: Should be reduced, if less than 10 merchants are in the group.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/merchant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Merchant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Merman]]></title><description><![CDATA[Aquatic humanoids with fish tails in place of legs. Live in coastal waters, farming seaweed, and hunting fish.
Weapons: Spears, tridents, or daggers.
Leaders: For every 10 in a group, there is a 2HD leader. For every 50, there is a 4HD leader (saves: D10 W11 P12 B13 S14 (4)).
Underwater villages: Home to 1d3 × 100 individuals.
Guardians: Use trained sea creatures or monsters to guard their homes.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/merman.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Merman.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Minotaur]]></title><description><![CDATA[Large, brutish, bull-headed men with a craving for human flesh. Dwell in mazes and labyrinths.
Weapons: Prefer axes, clubs, or spears.
Aggressive: Attack the same size or smaller creatures on sight. Pursue until the victims are out of sight.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/minotaur.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Minotaur.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Mule]]></title><description><![CDATA[Stubborn horse/donkey cross-breeds used as beasts of burden.
Tenacious: Can be taken underground if the referee allows it.
Defensive: May attack if threatened, but cannot be trained to attack on command.
Carry loads: Up to 2,000 coins unencumbered; up to 4,000 at half speed.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/mule.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Mule.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Mummy]]></title><description><![CDATA[Undead humanoids wrapped in funerary bandages. Haunt ruins and tombs.
Paralyse with terror: Anyone seeing a mummy must save versus paralysis or be paralyzed with terror. Paralysis is broken if the mummy attacks or goes out of sight.
Disease: Anyone hit contracts a horrible rotting disease. Magical healing is ineffective; natural healing is ten times slower. The disease can only be removed by magic.
Damage immunity: Only harmed by fire or magic; all damage is reduced by half.
Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/mummy.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Mummy.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Neanderthal (Caveman)]]></title><description><![CDATA[Squat, powerful, primitive demihumans with ape-like faces. Dwell in caverns and hunt cave bears. Shy of contact with humans (with whom they are related), but friendly with dwarves and gnomes.
Weapons: Prefer stone axes, stone hammers, clubs, or spears.
Leaders: Two 6HD leaders (one male, one female) live in the neanderthal lair. They are 10’ tall and of a related but distinct race.
Racial animosity: Attack ogres on sight. Hate goblins and kobolds.
Pets: Sometimes keep white apes as pets (see Ape, White).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/neanderthal-(caveman).html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Neanderthal (Caveman).md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Nixie]]></title><description><![CDATA[3’ tall sprites that appear as attractive women with blueish, greenish, or greyish skin. Lair in the deepest parts of rivers and lakes.
Shy: Will try to charm intruders rather than entering combat.
Weapons: Daggers and small tridents (as spears).
Charm: 10 nixies together can cast a charm to enchant a victim to serve them for one year. Save versus spells or be charmed: move towards the nixies (resisting those who try to prevent it); defend the nixies; obey the nixies’ commands (if understood); unable to cast spells or use magic items; unable to harm the nixies. Killing the nixies breaks the charm.
Summon giant bass: Each nixie can summon one fish to aid in combat (see Giant Bass).
Bestow water breathing: Can cast upon charmed slaves. Lasts for one day, then must be refreshed.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/nixie.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Nixie.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Noble]]></title><description><![CDATA[Powerful humans with noble titles (e.g. Count, Duke, Knight, etc.). Dwell in castles.
Class: Usually treated as 3rd-level fighters, but may be of any class and level.
Squire and retainers: Accompanied by a 2nd-level fighter (a squire) and up to ten 1st-level fighters (retainers).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/noble.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Noble.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Nomad]]></title><description><![CDATA[Superstitious tribes who wander steppes and desert regions, living in tents or temporary huts. Demeanor depends on the tribe: some are warlike, others peaceful.
Mounted: On riding horses or (in the desert) on camels.
Arms (desert): 50% of the group have: leather armor, shield, or lance; 30% have: chainmail, shield, or lance; 20% have: leather armor, or shortbow.
Arms (steppes): 50% of the group have: leather armor, shortbow; 20% have: leather armor, shield, or lance; 20% have: chainmail, shortbow; 10% have: chainmail, shield, lance, and may be mounted on a war horse.
Leaders: For every 25 nomads, there is a 2nd level fighter. For every 40 nomads, there is a 4th level fighter.
Camps: Hunting/foraging groups commonly combine and live in a tribe of up to 300 nomad warriors.
Camp leaders: Tribal chief (8th level fighter), plus a 5th level fighter for every 100 nomads. 50% chance of a cleric (9th level); 25% chance of a magic-user (8th level).
Hoard: Only have treasure type A in the camp.
Traders: Often carry trade route tales of faraway lands.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/nomad.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Nomad.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Normal Human]]></title><description><![CDATA[Non-adventuring humans without a character class. Artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves.
Gaining XP: Must select a character class after gaining XP on an adventure.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/normal-human.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Normal Human.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ochre Jelly]]></title><description><![CDATA[Giant, ochre amoeboids.
Immunity: Unharmed by all attacks except cold or fire.
Division: Lightning or attacks with weapons cause the jelly to divide into 1d4+1 2HD jellies that do half damage.
Acid: After a successful attack, sticks to the victim and exudes acid. The acid inflicts 2d6 damage per round to flesh and destroys cloth, leather, or wood in one round. (Stone and metal are unaffected.)
Seep: Can squeeze through small holes and cracks.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/ochre-jelly.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Ochre Jelly.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Octopus, Giant]]></title><description><![CDATA[Giant, eight-armed cephalopods. Lurk in coastal waters, close to settlements.
Constriction: Tentacles grab and constrict after a hit. Each constricting tentacle inflicts 1d3 automatic damage per round, plus a -1 penalty to attacks.
Severing tentacles: Requires a hit with a cutting weapon inflicting 6 or more damage.
Ink cloud: When escaping, can emit a cloud of black ink (80’ diameter) and jet away at 3 times normal speed.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/octopus,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Octopus, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ogre]]></title><description><![CDATA[Frightful humanoids, 8–10’ tall, dressed in animal hides. Often dwell in caves.
Sack: Outside of the lair, carry a sack containing 1d6 × 100gp.
Hate neanderthals: Attack on sight.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/ogre.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Ogre.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Orc]]></title><description><![CDATA[Ugly, bad-tempered, animalistic humanoids who live underground and are active at night. Sadistic bullies who hate other living creatures and delight in killing.
Hate the sun: -1 to-hit in full daylight.
Weapons: Prefer axes, clubs, spears, or swords. Only leaders can use mechanical weapons (e.g., crossbows, catapults).
Craven: Afraid of larger or stronger-looking creatures, though leaders may force them to fight.
Leader: Groups are led by an orc with 8 hit points. The leader gains a +1 bonus to damage rolls. Leaders have defeated other orcs in combat to gain their position.
Orc chieftain: A 4HD (15hp) chieftain rules an orc tribe. The chieftain gains a +2 bonus to damage rolls.
Giant companions: For every 20 orcs, there is a 1-in-6 chance of an ogre accompanying them. There is a 1-in-10 chance of a troll living in the lair.
Tribal: Orcs of different tribes may fight among themselves, unless their leaders command them not to. Each tribe has its own lair and has as many females as males, and two whelps per two adults.
Mercenaries: Orcs may be hired to fight in Chaotic armies. They delight in wanton killing and razing of settlements.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/orc.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Orc.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Owl Bear]]></title><description><![CDATA[Huge (8’ tall, 1,500 pounds), ill-tempered, carnivorous bear-like creature with the face of an owl. Owl bears are found in dense forests and underground.
Bear hug: If both paws hit a victim in the same round, the owl bear hugs for an extra 2d8 automatic damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/owl-bear.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Owl Bear.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Pegasus]]></title><description><![CDATA[Semi-intelligent winged horses that are wilful and timid.
Hate hippogriffs: Natural enemies.
Mount: Can carry a human-sized rider.
Training: If captured when young, will serve Lawful characters.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/pegasus.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Pegasus.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Pirate]]></title><description><![CDATA[Sailors who make a living by raiding coastal settlements, robbing other ships, and illegal slaving. Typically ply the open seas. Renowned for their ruthless and evil ways.
Ships and crew: Depends where encountered. Rivers or lakes: 1d8 river boats (1d2 × 10 pirates each); Coastal waters: 1d6 small galleys (1d3+1 × 10 pirates each); Any: 1d4 longships (1d3+2 × 10 pirates each); Ocean: 1d3 small warships (1d5+3 × 10 pirates each). (See Water Vessels for details on ships.)
Arms: 50% of the group have: leather armor, and sword; 35% have: leather armor, sword, and crossbow; 15% have: chainmail and sword.
Leaders: For every 30 pirates, there is a 4th-level fighter. For every 50 pirates and for each ship, there is a 5th-level fighter. For every 100 pirates and per fleet, there is an 8th-level fighter.
Fleet commander: Fleets of 300 or more pirates are led by a pirate lord (11th-level fighter). 75% chance of a magic-user (level 1d2+8).
Treacherous: Will attack other pirates, if they can profit from it.
Prisoners: 25% chance of 1d3 prisoners to be ransomed.
Treasure: Divided between vessels. Instead of carrying it with them, they may have a map of where it is buried.
Havens: Lawless, fortified, coastal towns may act as a haven for pirates.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/pirate.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Pirate.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Pixie]]></title><description><![CDATA[1–2’ tall humanoids with insectoid wings. Distant relatives of elves.
Invisible: Naturally invisible, but may choose to reveal themselves. May remain invisible when attacking: cannot be attacked in the first round; in subsequent rounds, may be attacked at -2 to hit (locatable by faint shadows and air movement).
Surprise: Always surprise, if invisible.
Limited flight: Small wings only allow 3 turns of flight. Must rest 1 turn after flying.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/pixie.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Pixie.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Pterosaur]]></title><description><![CDATA[Predatory, winged reptiles that live in warm climates, hunting creatures on the ground by gliding on air currents. Often found in Lost World regions.Wingspan of up to 50’. Highly aggressive; often prey on humanoids.8–10’ wingspan. Prey on small to medium animals, but will attack humanoids, if very hungry.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/pterosaur.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Pterosaur.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Purple Worm]]></title><description><![CDATA[Gigantic, slimy worms with bodies 100’ long and 8–10’ thick. Bore tunnels through the earth and come to the surface to eat other creatures.
Swallow whole: A bite attack roll of 20, or 4 or more than the target number required, indicates that a human-sized (or smaller) victim is swallowed. Inside the worm’s belly: suffer 3d6 damage per round (until the worm dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
Poison: Causes death (save vs. poison).
In restricted spaces: May not always be able to bite and sting at once.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/purple-worm.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Purple Worm.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rat]]></title><description><![CDATA[Multitudinous, disease-ridden rodents that will eat anything. Avoid contact with humans but may attack if defending their nest or if summoned and commanded by magic (e.g., see Wererat.
Disease: Bite has a 1-in-20 chance of infecting the target (save versus poison). The disease has a 1-in-4 chance of being deadly (die in 1d6 days). Otherwise, the victim is sick and bedridden for one month.
Afraid of fire: Will flee fire, unless forced to fight by summoner.
Attacking in water: May attack without penalty; excellent swimmers.
3’ long (or larger), with black or grey fur. Often live in dark, dungeon areas and close to undead monsters.
Disease; Afraid of fire; Attacking in water: See main entry.
Swarming packs of 6” to 2’ long individuals, with brown or grey fur.
Disease; Afraid of fire; Attacking in water: See main entry.
Pack: Each group of 5–10 rats attacks as a pack. Each pack makes a single attack roll against one creature.
Engulf: The creature attacked must save versus death or fall prone, unable to attack until able to stand up again.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/rat.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Rat.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rhagodessa]]></title><description><![CDATA[Huge, hairy, nocturnal arachnid carnivores with large heads and mandibles and 10 legs. Yellow head and abdomen, dark brown thorax. Dwell in caves, hunt voraciously.
Suckers: Front legs equipped with suckers for grabbing prey.
Grab: When hit with a sucker, the victim is stuck and will be bitten automatically next round.
Cling: Can walk on walls.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/rhagodessa.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Rhagodessa.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rhinoceros]]></title><description><![CDATA[Dim, armored, herbivorous mammals.
Charge: If disturbed or threatened, will charge in a random direction. Requires a clear run of at least 20 yards. Make a horn attack on all in the path: inflicts double damage.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures. Charge; Trample: See main entry.
Giant rhinoceroses adapted for cold climates: their bodies are covered with shaggy, white fur. Live in herds, in cold Lost World areas.
Charge; Trample: See main entry.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/rhinoceros.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Rhinoceros.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Robber Fly]]></title><description><![CDATA[3’ long, carnivorous flies with yellow and black stripes. Look similar to killer bees, which they hunt. May attack humans.
Surprise: Hunt patiently. Surprise on a 1–4, when waiting in shadows for prey.
Poison immunity: Unharmed by killer bees’ poison.
Leap: Can leap up to 30’ and attack.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/robber-fly.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Robber Fly.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Roc]]></title><description><![CDATA[Gigantic birds of prey that nest in the highest peaks of isolated mountain ranges. Will attack intruders, if approached carelessly.
Alignment reaction: -1 to reaction rolls versus Neutral characters; -2 versus Chaotic characters.
Swoop: Can dive onto victims visible from above. If the victim is surprised, the attack inflicts double damage. On an attack roll of 18 or more, the victim can be carried away (if of appropriate size).
Eggs: 1d6 eggs or chicks in 50% of nests.
Trainable: Can be trained if captured when young. Alignment reaction; Swoop: See main entry. Alignment reaction; Swoop: See main entry. Alignment reaction; Swoop: See main entry.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/roc.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Roc.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rock Baboon]]></title><description><![CDATA[Large, ferocious, semi-intelligent baboons that live in packs led by a powerful male. Communicate with screams. Omnivorous, but prefer flesh.
Weapons: Wield bones or branches as clubs. (Do not use other tools.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/rock-baboon.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Rock Baboon.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rust Monster]]></title><description><![CDATA[Magical, armadillo-like creatures with long tails and two long, antennae-like feelers. Feed on rusted metal.
Rusting: Metal that touches a rust monster (e.g., weapons that hit it, or armor struck by a feeler) crumbles instantly to rust. Magic items have a 10% chance per “plus”, to be unaffected on each successful hit. Each time a magic item is affected, it loses one “plus”.
Smell metal: Attracted by the scent.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/rust-monster.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Rust Monster.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Salamander]]></title><description><![CDATA[Giant, magical reptiles with an affinity for extreme heat or cold.12’–16’ long, intelligent serpents with lizard-like heads and legs. Bright orange/yellow/red scales. Natives of the plane of elemental fire but also live in volcanoes and scorching deserts.
Heat aura: All creatures within 20’ suffer 1d8 damage per round.
Mundane damage immunity: Can only be harmed by magical attacks.
Fire immunity: Unharmed by fire.
Hate frost salamanders: Will attack on sight.
Giant, 6-legged lizards with blue/white scales. Dwell in icy, wilderness regions.
Cold aura: All creatures within 20’ suffer 1d8 damage per round.
Mundane damage immunity: Can only be harmed by magical attacks.
Cold immunity: Unharmed by cold-based attacks.
Hate flame salamanders: Will attack on sight.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/salamander.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Salamander.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Scorpion, Giant]]></title><description><![CDATA[Huge arachnids, as big as a small horse, with pincers and deadly stingers. Dwell in caverns, ruins, and deserts.
Aggressive: Normally attack on sight.
Poison: Causes death (save vs. poison).
Grab and sting: +2 bonus to sting attack, if a claw hits.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/scorpion,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Scorpion, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Sea Serpent (Lesser)]]></title><description><![CDATA[20’–30’ long, serpent-like sea monsters with rows of many fins.
Lunge: Up to 20’ out of the water to use a bite attack.
Squeeze: Coil around and crush a vessel (of equal size or smaller).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/sea-serpent-(lesser).html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Sea Serpent (Lesser).md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Shadow]]></title><description><![CDATA[Intelligent, incorporeal (but not undead monsters that look like shadows. Able to slightly change their shape.
Surprise: On a 1–5.
Strength drain: Victims lose 1 STR per hit. Recovers after 8 turns. If reduced to 0 STR, the victim becomes a shadow.
Mundane damage immunity: Can only be harmed by magical attacks.
Spell immunity: Unaffected by charm and sleep spells.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/shadow.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Shadow.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Shark]]></title><description><![CDATA[Aggressive, predatory fish of low intelligence and unpredictable behavior. Live in saltwater.
Blood scent: Can detect blood in water up to 300’ away.
Feeding frenzy: Triggered by the scent of blood: always attack; no morale checks.
8’ long; brown coloration. Attack by ramming, then biting the stunned prey.
Blood scent; Feeding frenzy: See main entry.
Ram: Stunned for 3 rounds (save versus paralysis).
30’ long (or bigger!); grey coloration with a white belly. Sometimes attack small boats.
Blood scent; Feeding frenzy: See main entry.
15’ long; bluish-grey or tan coloration.
Blood scent; Feeding frenzy: See main entry.
Unpredictable: May ignore other creatures, only to attack moments later.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/shark.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Shark.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Shrew, Giant]]></title><description><![CDATA[Brown-furred, mole-like insectivores with long snouts. Dwell underground; skilled burrowers.
Initiative: Always win initiative in the round of their first attack. +1 to initiative in the round of their second attack.
Ferocity: Attack targets’ heads. Targets with 3 HD or less must save versus death or flee.
Climbing: Skilled climbers; can jump up to 5’.
Territorial: Ferociously defend their hunting area from all intruders.
Echolocation: Perceive their surroundings up to 60’. Unaffected by lack of light. If unable to hear (e.g. *silence, 15’ radius: AC reduced to 8 [11], -4 penalty to attacks.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/shrew,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Shrew, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Shrieker]]></title><description><![CDATA[Giant, subterranean mushrooms that can creep around slowly.
Shriek: Triggered by light (up to 60’ away) or movement (up to 30’ away). Shriek lasts for 1d3 rounds. For each round of the shriek, there is a 50% chance of a wandering monster being attracted (will arrive in 2d6 rounds).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/shrieker.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Shrieker.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Skeleton]]></title><description><![CDATA[Skeletal remains of humanoids reanimated as guardians by powerful magic-users or clerics. Often encountered in cemeteries, crypts, or other forlorn places.
Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/skeleton.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Skeleton.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Snake]]></title><description><![CDATA[Jump to:navigation, searchDwell in all but the most extreme climes. Will usually only attack if cornered or surprised.10’ long snakes with brown and white diamond patterns on their scales, and a rattle of rasping scales on their tails.
Rattle: Shaken to warn off creatures the snake does not wish to attack.
Poison: Causes death in 1d6 turns (save versus poison).
Speed: Attack twice per round. Second attack at the end of each round.
5’ long snakes with grey/green scales.
Infravision: 60’. (Pits in the head allow heat sense.)
Initiative: Always gains initiative (no roll), due to special senses.
Poison: Causes death (save vs poison).
20’ long snakes with spiralling brown and yellow patterns on their scales.
Constriction: When a bite attack is successful, the python wraps around the victim and begins to squeeze, inflicting 2d4 automatic damage immediately and on each subsequent round.
6’ long snakes that live underwater, coming up for breath only once per hour. Will prey on humans.
Pinprick bite: 50% chance of going unnoticed.
Poison: Slow acting: effects felt after 1d4+2 turns. Save vs poison or die 1 turn later. At this point, the neutralize poison spell has a 25% chance of not working.
Larger individuals: Sea snakes with more than 3 HD may be encountered. They are 6’ long for every 3 HD.
3’ long snakes with grey/white scales. Prefer to attack from a distance with spit.
Blinding spit: Range: 6’. A hit causes permanent blindness (save vs poison).
Poison: Causes death in 1d10 turns (save versus poison).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/snake.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Snake.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Spectre]]></title><description><![CDATA[Incorporeal phantoms; one of the most powerful undead monsters.
Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
Mundane damage immunity: Can only be harmed by magical attacks.
Energy drain: A successfully hit target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a spectre next night, under the control of the spectre that killed them.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/spectre.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Spectre.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Spider, Giant]]></title><description><![CDATA[6’ long, black spiders with a red hourglass pattern on their abdomens. Dwell in web-filled lairs and sometimes prey on humans.
Poison: Causes death in 1 turn (save versus poison).
Webs: Creatures caught in webs become entangled and unable to move. Breaking free depends on Strength: 2d4 turns for strength in the normal human range; 4 rounds for strength above 18; 2 rounds for creatures with giant strength. The webs can be destroyed by fire in two rounds. All creatures in a flaming web suffer 1d6 points of damage.
5’ long hunting spiders that can change their color to match their surroundings.
Ambush: Attack by dropping on victims from above.
Surprise: On a 1–4, due to camouflage.
Cling: Can walk on walls and ceilings.
Poison: Causes death in 1d4 turns (save versus poison with a +2 bonus).
7’ long, hairy hunting spiders that resemble tarantulas. Magical in nature.
Poison: Save vs poison or dance for 2d6 turns (suffering from painful, jerking spasms that resemble a macabre dance).
Onlookers: Viewers of one affected by the poison must save versus spells or begin dancing in the same fashion, for as long as the poisoned victim.
Dancing: Those affected suffer a -4 penalty to attack rolls and AC. After 5 turns of dancing, they become exhausted: fall to the ground, helpless.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/spider,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Spider, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Sprite]]></title><description><![CDATA[1’ tall, winged humanoids related to pixies and elves. They are shy but driven by curiosity and their odd sense of humor.
Curse: Five sprites can collectively curse a target (no attack roll; save versus spells). The referee determines the effect but will always be used to comical effect (e.g., target trips, target’s nose grows).
Pranksters: Even if attacked, sprites have no interest in killing, merely in making practical jokes.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/sprite.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Sprite.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Squid, Giant]]></title><description><![CDATA[Giant, ten-armed cephalopods. Two of the ten arms are larger, and may be used to attack ships. Dwell in the depths of the sea, only surface to find prey.
Crush boats: 25% likely to wrap the 2 large tentacles around a boat, doing 1d10 hull damage per tentacle. When the large tentacles grapple a boat, in subsequent rounds, the beak inflicts 2 points of hull damage automatically.
Grab crew: 75% likely to grab crew from the deck and drag them underwater to be eaten.
Constriction: Tentacles grab and constrict after a hit. 1d4 automatic damage per round.
Severing tentacles: Requires a hit that inflicts 6 or more damage (8 small tentacles) or 10 or more damage (2 large tentacles).
Ink cloud: When escaping, can emit a cloud of black ink (60’ diameter) and jet away at 3 times normal speed. Maximum twice a day.
Gargantuan specimens: Two or three times larger can be encountered.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/squid,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Squid, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Stegosaurus]]></title><description><![CDATA[Stocky, herbivorous dinosaurs with a ridge of plates along their backs and a tail studded with spikes (used to deter attackers). Dwell in sub-tropical Lost World environments.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/stegosaurus.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Stegosaurus.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Stirge]]></title><description><![CDATA[Feathered, bird-like creatures with long, sharp beaks.
Dive attack: The first attack is at +2 to hit.
Blood sucking: Upon a successful attack, attaches and drains the victim’s blood: 1d3 automatic damage per round.
Detach: If stirge or victim dies.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/stirge.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Stirge.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Thoul]]></title><description><![CDATA[Magical monstrosities that look like hobgoblins (except on close inspection) but combine the powers of ghouls and trolls. Sometimes, they live among hobgoblins.
Paralysis: Successful attacks cause paralysis for 2d4 turns (save versus paralysis negates). Elves and creatures larger than ogres are unaffected. After paralysing a target, thouls will attack others.
Regeneration: A damaged thoul gains 1 hit point at the start of each round, as long as it is alive.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/thoul.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Thoul.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Titanothere]]></title><description><![CDATA[Giant (12’ at the shoulder), ancient relatives of the rhinoceros, with massive, blunt horns. Eat grass and tree leaves. Dwell in small herds in Lost World grasslands.
Peaceful grazers: Will not attack if left alone.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/titanothere.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Titanothere.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Toad, Giant]]></title><description><![CDATA[Warty amphibians with long, sticky tongues. As large as a great hound, weighing 150 to 250 pounds.
Surprise: On a 1–3, in forests or dark dungeons, due to the ability to change color to match their surrounding.
Sticky tongue: Attack up to 15’ away. On a hit, prey (up to dwarf size) is dragged to the mouth and bitten.
Swallow whole: A natural 20 attack roll indicates a small victim is swallowed. Inside the toad’s belly: suffer 1d6 damage per round (until the toad dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/toad,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Toad, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Trader]]></title><description><![CDATA[1st level fighters who live by trading in borderland areas.
Arms: Usually carry: hand-axe, sword, shield, furs (equivalent to leather armor).
Mules: In the wilderness, have 1d4 mules loaded with trade goods (e.g., carved wooden items, furs, spices).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/trader.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Trader.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Treant]]></title><description><![CDATA[Giant (18’ tall) humanoids that look like trees. Dwell in forests. Are concerned only with protecting the plants of their home. Speak their own long-winded and circuitous language.
Distrust fire: And those who wield it.
Surprise: On a 1–3, in a forest, due to being mistaken for a tree. Encounter occurs at 30 yards or less.
Animate trees: Each individual can animate 2 trees (within 60’; may switch trees at will). These fight as treants with a movement rate 30’ (10’).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/treant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Treant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Triceratops]]></title><description><![CDATA[Massive (12’ to the shoulder, almost 40’ long), aggressive, herbivorous dinosaurs with a protective crest behind the head, and three long horns. Dwell in Lost World grasslands.
Aggressive: Normally attack on sight.
Charge: In the first round of combat, when not in melee. Requires a clear run of at least 20 yards. Horns inflict double damage.
Trample: 3-in-4 chance of trampling each round. +4 to-hit human-sized or smaller creatures.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/triceratops.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Triceratops.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Troglodyte]]></title><description><![CDATA[Intelligent, reptilian humanoids with agile hands, long legs, short tails, and spiky combs on their heads and arms.
Hateful: Attempt to kill any creatures they encounter.
Surprise: On a 1–4, due to the ability to change color to match their surroundings. Lurk by rock walls and await victims.
Nauseating stench: Oils on the skin have a smell that sickens humans and demihumans: save versus poison or suffer -2 to hit, while in melee with troglodytes.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/troglodyte.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Troglodyte.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Troll]]></title><description><![CDATA[Intelligent, wicked, 8’ tall humanoids with emaciated, rubbery bodies. Consume the flesh of other humanoids. Dwell underground, in the barren wilderness, and in the ruined homes of former victims.
Regeneration: 3 rounds after being damaged, start regaining 3hp per round. Severed limbs reattach.
Return from death: If killed (0hp), will regenerate and fight again in 2d6 rounds.
Fire and acid: Cannot regenerate damage from these sources. The only way to permanently kill a troll.
Fear of fire: Morale 8 when attacked with fire or acid.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/troll.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Troll.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Tyrannosaurus Rex]]></title><description><![CDATA[Great (over 20’ tall), two-legged, predatory dinosaurs with huge jaws. Hunt human-sized or larger prey. Dwell in Lost World regions.
Large prey: Attack the largest target first.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/tyrannosaurus-rex.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Tyrannosaurus Rex.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Unicorn]]></title><description><![CDATA[Fantastic creatures that appear as elegant horses with a long horn. Unicorns are timid but proud and wilful.
Empathy with maidens: A pure-hearted maiden can communicate with and ride a unicorn.
Teleport: Once per day, up to 360’ (including rider).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/unicorn.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Unicorn.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Vampire]]></title><description><![CDATA[Greatly feared undead monsters that live by drinking the blood of mortals. Dwell in ruins, tombs, and deserted locales. Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep). Mundane damage immunity: Can only be harmed by magical attacks. Energy drain: A successfully touched target permanently loses two experience levels (or Hit Dice). This incurs a loss of two Hit Dice of hit points, as well as all other benefits due to the drained levels (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a vampire in 3 days. Charming gaze: Save versus spells at -2 or be charmed: move towards the vampire (resisting those who try to prevent it); defend the vampire; obey the vampire’s commands (if understood); unable to cast spells or use magic items; unable to harm the vampire. Killing the vampire breaks the charm. Regeneration: A damaged vampire gains 3hp at the start of each round, as long as it is alive. At 0hp: Change into gaseous form; flee to the coffin. Change form:
At will; takes 1 round: Humanoid: Standard form.
Dire wolf: Att 1 × bite (2d4), MV 150’ (50’). AC, HD, morale, saves as vampire.
Giant bat: Att 1 × bite (1d4), MV 30’ (10’) / 180’ (60’) flying. AC, HD, morale, saves as vampire.
Gaseous cloud: MV 180’ (60’) flying. Immune to all weapons. Cannot attack. Summon beasts: In human form only. Creatures from the surrounding area: 1d10 × 10 rats, 5d4 giant rats, 1d10 × 10 bats, 3d6 giant bats, 3d6 wolves, or 2d4 dire wolves. Coffins: Must rest in a coffin during the day or lose 2d6hp (only regenerated by resting a full day). Cannot rest in a blessed coffin. Always keep multiple coffins in hidden locations. Vulnerabilities: Garlic: Odour repels: save vs poison or unable to attack this round.
Holy symbols: If presented, will keep a vampire at bay (10’). May attack wielder from another direction.
Running water: Cannot cross (in any form), except by a bridge or carried inside a coffin.
Mirrors: Avoid; do not cast a reflection.
Continual light: Partly blinded by the light from this spell (-4 to attacks). Destroying: Sunlight: Save versus death each round or be disintegrated.
Stake through the heart: Permanently kills.
Immersion in water: For 1 turn permanently kills.
Destroying coffins: Permanently killed if all hit points lost when unable to rest (see coffins). ]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/vampire.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Vampire.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Veteran]]></title><description><![CDATA[Low-level fighters, often on their way to or from war.
Level and alignment: A group may all be of the same level and alignment, or these may be determined randomly per individual.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/veteran.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Veteran.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Warp Beast]]></title><description><![CDATA[Large, black, six-legged, semi-intelligent monsters. Look similar to panthers, with a tentacle growing from each front shoulder. Tentacles are ridged with razor-sharp edges.
Displacement: Appear 3’ from actual location: attackers suffer -2 to hit.
Save bonus: +2 to all saves.
Hate blink dogs: Always attack them and their companions.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/warp-beast.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Warp Beast.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Water Termite]]></title><description><![CDATA[Giant (1’–5’ long), wood-eating, aquatic insects with a sack to take in and jet out water. Prone to feeding on passing ships. Only attack creatures if cornered.
Irritant spray: Above water; maximum once a turn. Can spray one target: save versus poison or stunned for 1 turn.
Ink cloud: Underwater; maximum once a turn. When escaping, it can emit a cloud of black ink to confuse attackers.
Eat ships: Cling to the bottom of a vessel. Each individual inflicts 1d3 hull damage and then drops off.
Noticing ship damage: 50% chance per round of spotting leaks.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/water-termite.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Water Termite.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Weasel, Giant]]></title><description><![CDATA[8’ to 9’ long, vicious, predatory mammals with rich fur of brown, gold, or white. Dwell in subterranean tunnels, hunting alone or in small groups.
Infravision: 30’.
Blood sucking: Upon a successful attack, locks onto the victim and drains its blood: 2d4 automatic damage per round.
Detaching: If the weasel or victim dies.
Tracking: By scent, favoring wounded prey.
Treasure: Found in a lair on the bodies of victims.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/weasel,-giant.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Weasel, Giant.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Whale]]></title><description><![CDATA[25’ long, carnivorous whales. Dwell in cold waters and hunt sea creatures (including other whales).
Swallow whole: A natural 20 attack roll indicates a halfling-sized (or smaller) victim is swallowed. Inside the whale’s belly: suffer 1d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; drown after 10 rounds; body digested in 6 turns after death.
15’ long, intelligent, magical whales with grey to white skin and an 8’ long, spiraling horn on their nose. Live independent and secretive lives in arctic waters.
Horn: Is worth 1d6 × 1,000gp. Rumors say a narwhal’s horn vibrates when evil is near.
Gargantuan whales are up to 60’ long. Dwell in open oceans and hunt deep sea monsters (e.g., giant squids.
Swallow whole: An attack roll of 4 or more than the target number required indicates a human-sized (or smaller) victim is swallowed. Inside the whale’s belly: suffer 3d6 damage per round (until the whale dies); may attack with sharp weapons at -4 to hit; body digested in 6 turns after death.
Ram ships: 10% likely to attack vessels.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/whale.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Whale.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wight]]></title><description><![CDATA[Corpses of humans or demihumans, possessed by malevolent spirits.
Undead: Make no noise, until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
Mundane damage immunity: Only harmed by silver weapons or magic.
Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to halfway between the former and new levels. A person drained of all levels becomes a wight in 1d4 days, under the control of the wight that killed them.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/wight.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Wight.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wolf]]></title><description><![CDATA[Carnivorous relatives of dogs that hunt in packs.Large, savage, semi-intelligent wolves. Dwell in caves, mountains, and forests.
Training: At the referee’s discretion, captured cubs may be trained like dogs. Dire wolves are ferocious and extremely difficult to train.
Mounts: Sometimes trained as mounts by goblins.
Dwell primarily in wild lands but occasionally lair in caves.
Training: At the referee’s discretion, captured cubs may be trained like dogs. Wolves are difficult to train.
Strength in numbers: Packs of 4 or more wolves have morale 8. If the pack is reduced to less than 50% of its original size, this morale bonus is lost.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/wolf.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Wolf.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wraith]]></title><description><![CDATA[Incorporeal, undead monsters that appear as pale, human-like forms of coalescing mist. Dwell in deserted regions or in the homes of former victims.
Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
Mundane damage immunity: Only harmed by silver weapons or magic.
Damage reduction: Half damage from silver weapons.
Energy drain: A successfully hit target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points, as well as all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels becomes a wraith in one day, under the control of the wraith that killed them.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/wraith.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Wraith.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wyvern]]></title><description><![CDATA[Winged, two-legged, dragon-like monsters with a long tail tipped with a venomous stinger. Dwell in any terrain, but favor cliffs and forests.
Poison: Causes death (save vs. poison).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/wyvern.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Wyvern.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Yellow Mould]]></title><description><![CDATA[Deadly fungus that covers walls, ceilings, and other surfaces.
Area: Every 10 square feet (e.g., 2’ × 5’) covered in yellow mold is treated as one “individual”. (A 10’ × 10’ area would consist of 10 individual molds.)
Immunity: Unharmed by all attacks but fire (a burning torch does 1d4 damage).
Spore cloud: 50% chance of attacking if touched (or damaged): releases a cloud of spores affecting all within a 10’ cube area.
Choking: Save versus death or die within 6 rounds.
Erosion: Wood or leather in contact with the mold will be eaten away.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/yellow-mould.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Yellow Mould.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Zombie]]></title><description><![CDATA[Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
Guardians: Always attack on sight.
Initiative: Always lose (no roll).
Undead: Make no noise until they attack. Immune to effects that affect living creatures (e.g., poison). Immune to mind-affecting or mind-reading spells (e.g., charm, hold, sleep).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/monster-stats/zombie.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/Monster Stats/Zombie.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. General]]></title><description><![CDATA[The following statistics describe monsters.The monster’s ability to avoid damage in combat.Ascending AC: The optional AAC score is listed afterward in square brackets.The number of d8s rolled to determine an individual’s hit points.Asterisks: One or more asterisks after the HD number indicate the number of special abilities the monster has for XP calculation (see Awarding XP).Hit point modifiers: Modifiers to the HD (e.g., +3, -1) are applied to the hp total after rolling the specified number of d8s. Monsters with a hit point modifier are treated specially by some spells.Fractional Hit Dice: Some monsters are listed as having less than one HD, either as ½ (roll 1d4) or as a fixed number of hp.Average hit points: The average hit point value is listed in parentheses.The attacks the monster can use each round, with the damage inflicted in parentheses. (Note that unless specified, the monsters’ attack and damage rolls are not modified by STR or DEX.)Alternative attack routines: Are noted with “or” or square brackets.The monster’s saving throw values: D: Death/poison.
W: Wands.
P: Paralysis/petrification.
B: Breath attacks.
S: Spells/rods/staves.
Save as HD: The HD at which the monster saves is listed in parentheses (with NH indicating that it saves as a normal human). This is usually the monster’s HD rating, but sometimes differs:
Unintelligent monsters: Typically save at half their HD rating.
Magical monsters: They may save at a higher HD rating.
Character classes: Some monsters save as a character class. In this case, the class and level are listed.
The monster’s ability to hit foes in combat is determined by its Hit Dice (see the Attack Matrix table under Combat Tables).Attack bonus: The monster’s attack bonus (required when using the optional rule for Ascending AC) is listed afterward in square brackets.The speed at which the monster can move. Every monster has a base movement rate and an encounter movement rate (noted in parentheses, one-third of the base movement rate).Modes of movement: If the monster has multiple modes of movement (e.g., walking, flying, climbing), they are listed individually, separated by slashes.The monster’s likelihood to persist in battle. See Morale.The monster’s affiliation to Law, Neutrality, or Chaos. If “any” is listed, the referee may roll randomly or choose the creature’s alignment.Pre-calculated XP award for defeating the monster.Listed as two values, the second in parentheses.Zeros: If the first value is a zero, monsters of this type are not usually encountered in dungeons. If the second value is a zero, monsters of this type are not usually encountered in the wilderness and do not usually have lairs.Usage: The use of these values depends on the situation in which monsters are encountered:
Wandering monsters in a dungeon: The first value determines the number of monsters encountered roaming in a dungeon level equal to their HD. If the monster is encountered on a level greater than its HD, the number appearing may be increased; if encountered on a level less than its HD, the number appearing should be reduced.
Monster lair in a dungeon: The second value lists the number of monsters found in a lair in a dungeon.
Wandering monsters in the wilderness: The second value indicates the number of monsters encountered roaming in the wilderness.
Monster lair in the wilderness: The second value multiplied by 5 indicates the number of monsters found in a lair in the wilderness.
The letter code determines the amount and type of treasure possessed by the monster(s) (see Treasure Types). The letters listed are used as follows:
A to O: Indicate a hoard: the sum wealth of a large monster or a community of smaller monsters, usually hidden in the lair. For monsters with a lair encounter size (see Number Appearing) greater than 1d4, the amount of treasure in the hoard may be reduced if the number of monsters is below average.
P to V: If listed for an intelligent monster, indicate treasure carried by individuals (P to T) or a group (U, V). If listed as an unintelligent monster, indicate treasure from the bodies of its victims.
All non-human monsters have infravision (see Darkness under Hazards and Challenges). Unless specified in a monster’s description, this allows monsters to see up to 60’ in the dark.20% of intelligent monsters speak Common (see Languages) unless the monster description states otherwise. Many intelligent monster species also have their tongue.Some spells or magical effects only affect creatures classified as “persons.” This includes all humans, demihumans, and human-like monsters of up to 4+1 HD. The referee should decide which monsters are affected (a suggested list is given below).The following monsters in are classified as “persons” for the sake of magical effects: acolyte, bandit, berserker, brigand, buccaneer, bugbear, dervish, dryad, dwarf, elf, gnoll, gnome, goblin, halfling, hobgoblin, kobold, lizard man, medium, merchant, merman, neanderthal, nixie, noble, nomad, normal human, ogre, orc, pirate, pixie, sprite, trader, troglodyte, veteran.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/1.-general.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/1. General.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Monster Descriptions]]></title><description><![CDATA[AcolyteApe, WhiteBanditBeetle, GiantBlack PuddingBlink DogCaeciliaCarcass CrawlerCat, GreatCave LocustCentipede, GiantCrab, GiantDervishDjinni (Lesser)Dragon TurtleDriver AntEfreeti (Lesser)Ferret, GiantFish, GiantGargoyleGelatinous CubeGrey OozeGreen SlimeHalflingHerd AnimalInsect SwarmInvisible StalkerKiller BeeLeech, GiantLiving StatueLizard, GiantLizard ManManticoreNeanderthal (Caveman)Normal HumanOchre JellyOctopus, GiantOwl BearPegasusPurple WormRatRobber FlyRock BaboonRust MonsterSalamanderScorpion, GiantSea Serpent (Lesser)Shrew, GiantSpider, GiantSquid, GiantThoulToad, GiantTyrannosaurus RexUnicornVampireWarp BeastWater TermiteWeasel, GiantYellow MouldZombie]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/2.-monster-descriptions.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/2. Monster Descriptions.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Dungeon Encounters]]></title><description><![CDATA[This section provides encounter tables by dungeon level. Referees using additional (or alternative) monsters should adapt the tables to include these or create their own encounter tables. Special tables may also reflect the different balance of monsters inhabiting a specific dungeon.Roll 1d20 and look up the result in the column below corresponding to the explored dungeon level. The result indicates the monster encountered, with the number appearing in parentheses.NPC adventurers: Encounters with NPC adventuring parties are listed in the tables as “Basic Adventurers” or “Expert Adventurers.” Guidelines for generating NPC adventurers can be found under Adventuring Parties.Number appearing: The values listed in the tables for some monsters do not match the values listed in the monster description. If desired, the referee may use the number appearing value listed in the monster description for consistency.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/3.-dungeon-encounters.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/3. Dungeon Encounters.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Wilderness Encounters]]></title><description><![CDATA[This section provides encounter tables by terrain type. Referees who are using additional (or alternative) monsters should either adapt the tables to include these or create their encounter tables.Roll 1d8 and 1d12:
Look up the d8 result on the column in the table below corresponding to the explored terrain. The result indicates which sub-table to consult.
Look up the d12 result in the sub-table indicated.
Aerial encounters: Always use the Flyer table in sub-table 1.Lost World: In Lost World or prehistoric settings, any Animal result may be rolled on the Prehistoric Animal table in sub-table 2.NPC adventurers: Encounters with NPC adventuring parties are listed in the tables as “Basic Adventurers,” “Expert Adventurers,” “High-Level Cleric,” “High-Level Fighter,” or “High-Level Magic-User.” Guidelines for generating NPC adventurers can be found under Adventuring Parties.* Re-roll at sea.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/4.-wilderness-encounters.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/4. Wilderness Encounters.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Adventuring Parties]]></title><description><![CDATA[This procedure generates parties of NPC adventurers. As the process is fairly involved, referees may wish to pre-generate some NPC parties for use in random encounters. The following general details apply to all types of NPC parties described:
Spells: If spell casters are present, choose or roll their memorized spells.
Equipment: Normal adventuring gear.
Treasure: Treasure types U + V, shared among the group.
Marching order: Decided by the referee.
If the classes presented in this document are not used, the referee should replace the listed classes with equivalents in the campaign.
Composition: 1d4+4 characters of random class and level (see below).
Alignment: Either roll the alignment of each NPC or roll once for the party. Composition: 1d6+3 characters of random class and level (see below).
Alignment: Either roll the alignment of each NPC or roll once for the party.
Mounts: 75% chance of being mounted, in the wilderness.
Magic items: Per individual: there is a chance of the NPC having a magic item from each suitable magic item sub-table (see Magic Items). The chance per sub-table is 5% per level of the NPC. Rolled items that the NPC cannot use should be ignored (no re-roll).
A high-level cleric and party (Mounts and Magic Items as per Expert Adventurers.
Composition: Leader (cleric of level 1d6+6), 1d4 clerics (level 1d4+1), 1d3 fighters (level 1d6).
Alignment: Roll for the whole party.
A high-level fighter and a group of retainers, often on their way to or from war (Mounts and Magic Items as per Expert Adventurers.
Composition: Leader (fighter of level 1d4+6), 2d4 retainers (level 1d4+2, any class).
Alignment: Roll for the whole party.
A high-level magic-user, accompanied by their apprentices and a group of hired guards, often on a quest for arcane lore (Mounts and Magic Items as per Expert Adventurers.
Composition: Leader (magic-user of level 1d4+6), 1d4 apprentices (magic-users of level 1d3), 1d4 mercenaries (fighters of level 1d4+1).
Alignment: Roll the leader’s alignment. The apprentices have the same alignment as the leader, but the mercenaries may be of different alignment.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/5.-adventuring-parties.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/5. Adventuring Parties.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[7. Stronghold Encounters]]></title><description><![CDATA[When PCs wander into the vicinity of the wilderness stronghold of a high-level NPC, a warm reception is only sometimes guaranteed. These guidelines may be used if the referee does not have specific notes on a stronghold’s ruler and guard patrols.The referee should decide what class of NPC claims ownership of the stronghold and the surrounding lands:
Cleric: Of level 1d8+6.
Fighter: Of level 1d6+8.
Magic-user: Of level 1d4+10.
Demihuman strongholds are unusual cases and should be detailed in advance by the referee. Typically, they will attempt to avoid all contact with travelers.Strangers in the lands around a stronghold will typically be spotted by mercenary groups hired to patrol the lands. The type of troops depends on the ruler’s class:
Cleric: 2d6 medium horsemen. Equipped with chainmail (AC 5 [14]) and lances. Morale 9.
Fighter: 2d6 heavy horsemen. Equipped with plate mail (AC 3 [16]), lances, and swords. Morale 9.
Magic-user: 2d6 heavy footmen. Equipped with chainmail + shield (AC 4 [15]) and swords. Morale 8.
Patrols like those described are only a small part of the ruler’s garrison. Further forces may include magical monsters or humans mounted on flying creatures.The reaction of the ruler to travelers in their domain depends on the class of the ruler and can be determined by rolling 1d6 and consulting this table:Chase: The patrol is instructed to chase intruders out of the domain. Alternatively, they may demand a toll from travelers passing through. The price demanded depends on the ruler’s character, the apparent wealth of the PCs, etc. If the PCs refuse to pay the toll, the patrol may attack them, drive them away, or attempt to take them prisoner.Ignore: The patrol leaves the PCs to go about their business.Invite: The patrol brings a message from the domain’s ruler, inviting the PCs to stay in the stronghold. The ruler’s motive for doing so will depend on their personality—it is not necessarily benign.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/7.-monsters/7.-stronghold-encounters.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/7. Monsters/7. Stronghold Encounters.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Amulet of Protection Against Scrying]]></title><description><![CDATA[An amulet that provides protection against remote viewing and mind-reading.
Crystal balls: The person wearing this amulet cannot be viewed in a crystal ball.
ESP: The wearer is immune to all forms of ESP.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/amulet-of-protection-against-scrying.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Amulet of Protection Against Scrying.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Bag of Devouring]]></title><description><![CDATA[A normal-looking, small sack that devours objects placed inside it.
Objects: Anything placed inside the bag vanishes from existence after 1d6+6 turns.
Living creatures: May be affected, but only if the entire creature fits inside the bag.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/bag-of-devouring.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Bag of Devouring.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Bag of Holding]]></title><description><![CDATA[A normal-looking, small sack that can magically contain large objects and weights.
Size: Objects of up to 10’×5’×3’ can fit inside the bag.
Weight: Up to 10,000 coins of weight can be placed in the bag.
When full: The bag weighs 600 coins.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/bag-of-holding.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Bag of Holding.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Boots of Levitation]]></title><description><![CDATA[The wearer can move up and down through the air at will.
Vertical: The caster mentally directs vertical movement at up to 20’ per round.
Horizontal: The caster can push against solid objects to move laterally.
Weight: A normal amount of weight can be carried while levitating.
Usage: The enchantment may be used without limit of frequency or duration.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/boots-of-levitation.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Boots of Levitation.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Boots of Speed]]></title><description><![CDATA[The wearer can move at up to 240’ (80’)—the speed of a riding horse.
Duration: This can be maintained for up to 12 hours.
Rest: Afterwards, the wearer must rest for 1 day.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/boots-of-speed.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Boots of Speed.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Boots of Travelling and Leaping]]></title><description><![CDATA[The wearer can travel without tiring and leap great distances.
Tirelessness: The normal need for rest when traveling may be ignored (see Wilderness Adventuring).
Jumping: The wearer can leap up to 10’ high and 30’ horizontally.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/boots-of-travelling-and-leaping.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Boots of Travelling and Leaping.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Broom of Flying]]></title><description><![CDATA[A broom that can be commanded to fly, carrying the owner aloft.
Speed: The broom flies at 240’ (80’).
Passengers: An additional passenger may be carried. When carrying two people, the broom’s speed is 180’ (60’).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/broom-of-flying.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Broom of Flying.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[carab of Protection]]></title><description><![CDATA[Protects the bearer from baleful magic.
Curses: Of all kinds are nullified.
Finger of death: is nullified. See Raise Dead (Finger of Death).
Charges: The scarab’s enchantment works 2d6 times before it is spent.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/carab-of-protection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/carab of Protection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Crystal Ball]]></title><description><![CDATA[Allows an arcane spell caster to view any place or object that is brought to mind:
Duration: The vision lasts for one turn.
Clarity The clarity of the vision is dependent on the scryer’s familiarity with the subject.
Usage frequency: A crystal ball may be used at most 3 times a day.
Casting spells: It is not possible to cast spells through a crystal ball into the viewed scene.
The scryer can hear, as well as see the desired scene.Allows the scryer to spy on the thoughts of creatures viewed in the crystal ball:
Reading thoughts: The thoughts of a single creature viewed through the crystal ball may be read.
Meaning: The scryer understands the meaning of all thoughts even if he or she does not share the creature’s language.
Obstructions: The ability to perceive thoughts is obstructed by a thin layer of lead or by rock of 2’ thick or greater.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/crystal-ball.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Crystal Ball.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Displacer Cloak]]></title><description><![CDATA[A cloak that bends light makes one who wears it appear 5’ away from their true location.
Save bonus: The wearer gains a +2 bonus to saving throws against petrification, rods, spells, staves, and wands.
Melee attacks: Against the wearer are penalized by -2.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/displacer-cloak.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Displacer Cloak.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Drums of Panic]]></title><description><![CDATA[Large war drums which induce panic in those who hear their sound.
Range: Creatures up to 240’ away are affected when the drums are played. Those within 10’ of the drums are not affected.
Affected creatures: Are afflicted by the drums’ enchantment of fear; they must save versus spells or make a morale check with a -2 penalty (if the optional morale rules are being used—see Morale.
Effects: Creatures that fail the saving throw or morale check flee from the sound of the drums at full running speed for 30 rounds.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/drums-of-panic.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Drums of Panic.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Efreeti Bottle]]></title><description><![CDATA[A 3’ tall, weighty jug with a sealed stopper. Breaking the seal and removing the stopper releases a trapped efreeti (see Efreeti), who will serve the character.
Frequency of service: The efreeti will serve the one who freed it (and only that character) once per day.
Duration: After 101 days, its service ends. The creature then returns to its home—the legendary City of Brass.
If the efreeti is killed: Its service ends.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/efreeti-bottle.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Efreeti Bottle.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Elemental Summoning Device]]></title><description><![CDATA[Ritual items enchanted with the power to summon beings from the elemental planes. Each elemental plane has a different type of device:
Air: A censer.
Earth: A 6” diameter stone.
Fire: A brazier.
Water: A 3’ diameter bowl.
Usage: The items may be used as follows:
Frequency: The summoning power may only be used once per day.
Before use: The device must be prepared. This takes one turn.
Activation: Once prepared, activating the device takes one round.
Summoned elemental: A 12 HD elemental (see Elemental) is conjured to do the summoner’s bidding.
Command over the elemental: Works as described in the magic-user spell conjure elemental (see Conjure Elemental).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/elemental-summoning-device.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Elemental Summoning Device.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Elven Cloak and Boots]]></title><description><![CDATA[A set of enchanted boots and a matching cloak of elven origin.
Stealth: The wearer of the boots can move silently.
Near invisibility: The wearer of the cloak is rendered almost invisible: there is only a 1-in-6 chance of them being spotted.
Attacking: The cloak’s power of invisibility is nullified for one turn, if the wearer attacks.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/elven-cloak-and-boots.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Elven Cloak and Boots.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Flying Carpet]]></title><description><![CDATA[An enchanted carpet that can fly through the air, carrying up to three passengers (and their gear). The movement rate depends on the number of passengers:
1 passenger: 300’ (100’).
2 passengers: 240’ (80’).
3 passengers: 180’ (60’).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/flying-carpet.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Flying Carpet.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Gauntlets of Ogre Power]]></title><description><![CDATA[A character who wears these gauntlets has a Strength score of 18. This grants all the usual bonuses, including:
Melee attacks: +3 bonus to attack and damage rolls, in melee.
Unarmed attacks: Deal 1d2+3 damage.
Encumbrance: If using the optional rules for detailed encumbrance (see Time, Weight, Movement).
Extra weight: The character’s ability to carry weight is increased by 1,000 coins. (i.e., the character can carry 1,400 coins without becoming encumbered.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/gauntlets-of-ogre-power.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Gauntlets of Ogre Power.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Girdle of Giant Strength]]></title><description><![CDATA[A character who wears this girdle gains the strength of a hill giant.
Combat ability: The wearer’s ability in combat is augmented: the character attacks as an 8 Hit Dice monster; If the character already has better attack probabilities, the girdle does not alter these.
Damage: The wearer inflicts 2d8 damage in combat, or twice normal damage, if using the optional variable weapon damage rules (see Combat).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/girdle-of-giant-strength.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Girdle of Giant Strength.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Helm of Alignment Changing]]></title><description><![CDATA[A beautifully crafted but cursed helmet.
Putting on the helmet: Instantly causes the wearer’s alignment to change. The new alignment is determined at random.
Removing: The curse is such that the wearer cannot remove the helmet, once in place, and will resist attempts to remove it.
Dispelling: The curse can be removed by magic (e.g., remove curse), or (at the referee’s option) by performing a special quest.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/helm-of-alignment-changing.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Helm of Alignment Changing.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Helm of Reading Languages and Magic]]></title><description><![CDATA[A fragile helmet that grants the wearer the ability to read writing of all kinds.
Normal text: Text in any language can be understood.
Magical text: Even magical writing is comprehensible; this does not grant the ability to cast spells, however.
Fragility: Each time the wearer is hit, there is a 1-in-10 chance of the helm being destroyed. If the wearer is killed, the helm is destroyed.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/helm-of-reading-languages-and-magic.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Helm of Reading Languages and Magic.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Helm of Telepathy]]></title><description><![CDATA[A beautifully crafted helmet that grants the magical ability of telepathy: reading and sending thoughts.
Range: The range of the power is 90’.
Concentration: To read a creature’s thoughts, the wearer must remain still and concentrate on that creature.
Comprehension: The creature’s thoughts are made comprehensible to the wearer of the helm.
Bidirectional communication: The wearer may initiate bidirectional, telepathic communication though the creature.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/helm-of-telepathy.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Helm of Telepathy.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Helm of Teleportation]]></title><description><![CDATA[A magical helm that gives an arcane spell caster the ability to cast the teleport spell.
Subject: The wearer may teleport themselves, another creature, or an object.
Resisting: If used on another creature or object, a save versus spells can resist being teleported.
When first found: The helm’s power is usable only once.
Recharging: To be used again, a teleport spell must be cast upon the helm.
Once recharged: The wearer may use the helm an unlimited number of times (at most once per round). If the helm is used on an unwilling subject, it once again loses its power and must be recharged, as above, to be used again.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/helm-of-teleportation.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Helm of Teleportation.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Horn of Blasting]]></title><description><![CDATA[A horn that can be blown to release a blast of destructive noise.
Creatures: Within a 100’ long cone (20’ wide at the end) suffer 2d6 damage.
Deafness: Affected creatures are also deafened for one turn (save versus spells to avoid).
Buildings: At the referee’s discretion, the horn may also be able to damage objects and buildings (e.g., a single blast might be enough to destroy a simple cottage; a 10’ section of castle wall might require three blasts).
Frequency: The horn may be used once per turn.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/horn-of-blasting.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Horn of Blasting.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Medallion of ESP 30’]]></title><description><![CDATA[A medallion on a chain, enchanted with the power of reading thoughts.
Focus: By concentrating for 1 round, the wearer may target a creature within 30’.
Resisting: At the referee’s option, the target may save versus spells to resist.
Concentration: While reading thoughts, the wearer may move but cannot cast spells or attack.
Misfires: The medallion is not entirely reliable. Per usage, there is a 1-in-6 chance of it misfiring, instead sending the wearer’s thoughts to all within 30’.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/medallion-of-esp-30’.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Medallion of ESP 30’.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Medallion of ESP 90’]]></title><description><![CDATA[A medallion on a chain, enchanted with the power of reading thoughts. This works in the same way as the magic-user spell ESP.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/medallion-of-esp-90’.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Medallion of ESP 90’.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Mirror of Life Trapping]]></title><description><![CDATA[A mirror with the ability to magically trap living creatures behind its pane.
Gazing into the mirror: Any creature of human size or smaller who gazes into the mirror is sucked inside (save versus spells to resist) with all its belongings.
Capacity: Up to 20 creatures can be trapped in the mirror. When this number is reached, it becomes safe to look in the mirror.
Inside the mirror: A creature will live indefinitely, without the need for air or sustenance, and unaffected by aging.
Communication: Trapped creatures may converse with those outside, but are utterly powerless.
Breaking the mirror: Releases those trapped.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/mirror-of-life-trapping.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Mirror of Life Trapping.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rope of Climbing]]></title><description><![CDATA[A coil of thin, strong rope, 50’ in length.
Commanding: The owner may command it to climb in any direction.
Attaching: The rope can also be commanded to attach to a surface.
Load: Up to 10,000 coins of weight can be suspended from the rope
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/miscellaneous/rope-of-climbing.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Miscellaneous/Rope of Climbing.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Clairaudience]]></title><description><![CDATA[Enables the character to hear through the ears of another creature.
Range: The other creature must be within 60’.
Obstructions: Lead blocks the effect.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-clairaudience.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Clairaudience.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Clairvoyance]]></title><description><![CDATA[Enables the character to see through the eyes of another creature.
Range: The other creature must be within 60’.
Obstructions: Lead blocks the effect.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-clairvoyance.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Clairvoyance.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Control]]></title><description><![CDATA[A potion of this type allows the one who drinks it to control the actions of creatures of a certain type.
Concentration: Exercising control requires concentration.
Visual range: The character can only control creatures that they can see.
Suicidal commands: Controlled creatures will resist commands that are deadly to themselves. Affects: Up to 3d6 Hit Dice of normal or giant (but not magical) animals.
When the potion’s effect ends: Affected animals will move away. Affects: 1–3 dragons of a specific type. (The referee should determine which type of dragon the potion affects.)
Spell casting: It is impossible to command a dragon to cast spells.
When the potion’s effect ends: Affected dragons have a hostile reaction. Affects: 1–4 giants of a specific type. (The referee should determine which type of giant the potion affects.) Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
Resisting: The subject may save versus spells to resist the charm.
Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
Charmed individuals: Regard the character as a trusted friend and will come to their defense. They will obey the character’s commands as long as these are not obviously harmful and do not contradict the subject’s alignment. Affects: All plants (including plant monsters) in a 30’ square area up to 60’ distance.
Commands: Affected plants may be commanded to move around as the character wishes, and may be used to entangle creatures in the area. Affects: Up to 3d6 Hit Dice of undead.
When the potion’s effect ends: Affected undead have a hostile reaction.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-control.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Control.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Delusion]]></title><description><![CDATA[A character who drinks this potion believes they are under the effects of another type of potion.
Type: The other type of potion should be determined by the referee.
Describing: The referee should try to trick the player into believing that the character is under the effects of the other potion, only revealing the truth at some vital juncture.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-delusion.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Delusion.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Diminution]]></title><description><![CDATA[The character shrinks to 6” high.
Combat effectiveness: The character cannot harm creatures larger than 1’ tall while shrunk.
Narrow spaces: The character can slip through narrow spaces.
Remaining motionless: The character only has a 10% chance of being spotted.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-diminution.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Diminution.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of ESP]]></title><description><![CDATA[Grants the power of reading thoughts. This works in the same way as the magic-user spell ESP. The standard potion duration applies.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-esp.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of ESP.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Fire Resistance]]></title><description><![CDATA[Grants protection against fire:
Normal heat: Unharmed by non-magical heat or fire.
Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-fire-resistance.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Fire Resistance.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Flying]]></title><description><![CDATA[Grants the ability to fly through the air.
Movement rate: Up to 360’ (120’).
Free movement: Is possible in any direction, including the ability to levitate and to hover in mid-air.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-flying.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Flying.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Gaseous Form]]></title><description><![CDATA[The character’s body becomes a cloud of vapor. This has the following effects:
Equipment and clothing: Drops to the floor.
Movement: The character may move, as a cloud of gas, through small cracks in stone walls, wooden objects, etc.
Attacking: Is not possible, while in gaseous form.
Invulnerability: The character’s AC is -2 [21]. Non-magical weapons cannot harm the character.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-gaseous-form.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Gaseous Form.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Giant Strength]]></title><description><![CDATA[Grants the strength of a frost giant.
Attacks with weapons: Inflict double damage.
Throw boulders: The character may throw boulders for 3d6 damage, with a range of up to 200’.
Non-cumulative: The effects of this potion are not cumulative with other magic items that augment strength (e.g., a girdle of giant strength).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-giant-strength.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Giant Strength.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Growth]]></title><description><![CDATA[The character doubles in size.
Melee attacks: The character’s increased strength means that their melee attacks deal double damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-growth.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Growth.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Healing]]></title><description><![CDATA[Has one of two effects on the character who drinks it:
Healing a living subject: Restores 1d6+1 hit points of damage. This cannot grant more hit points than the subject’s normal maximum.
Curing paralysis: Paralysing effects are negated.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-healing.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Healing.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Heroism]]></title><description><![CDATA[Normal humans and characters of a combat-focused, non-magic-using class (e.g., dwarf, fighter, halfling who drinks a potion of heroism) temporarily gain additional levels. The number of levels gained depends on the character’s normal experience level:
Normal human: Gain the abilities of a 4th-level fighter.
1st–3rd level: Gain 3 levels.
4th–7th level: Gain 2 levels.
8th–10th level: Gain 1 level.
11th level+: No effect.
Effects: All abilities of the additional levels are gained, including extra hit points.Damage: Damage suffered while under the effects of this potion is first deducted from the pool of additional hit points granted.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-heroism.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Heroism.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Invisability]]></title><description><![CDATA[Drinking this potion, the character becomes invisible. This works the same as the magic-user spell invisibility. The standard potion duration applies.
Small doses: At the referee’s discretion, a potion of invisibility may be consumed in six smaller doses, each with a reduced duration.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-invisability.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Invisability.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Invulnerability]]></title><description><![CDATA[The character is magically protected from harm, gaining the following benefits:
Armor Class: A +2 AC bonus.
Saving throws: A +2 bonus to all saves.
Usage frequency: If a character consumes more than one potion of invulnerability in the space of a week, the effects are inverted (a -2 penalty to AC and saves).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-invulnerability.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Invulnerability.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Levitation]]></title><description><![CDATA[The character gains the ability to move up and down through the air at will.
Vertical: The character mentally directs vertical movement at up to 60’ per round.
Horizontal: The character can push against solid objects to move laterally.
Weight: A normal amount of weight can be carried while levitating.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-levitation.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Levitation.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Longevity]]></title><description><![CDATA[Instantly and permanently causes the character to become 10 years younger.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-longevity.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Longevity.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Poison]]></title><description><![CDATA[Appears the same as any other potion.
Effect: Causes death (save vs. poison).
Sipping: Even a sip has the full effect.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-poison.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Poison.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Polymorph Self]]></title><description><![CDATA[Upon drinking this potion, the character transforms into another being (of their choice). This works in the same way as the magic-user spell polymorph self. The standard potion duration applies.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-polymorph-self.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Polymorph Self.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Speed]]></title><description><![CDATA[The character’s movements and actions are magically accelerated.
Movement: Movement rate is doubled.
Attacks: The number of attacks per round the character can make is doubled.
Other actions: May be performed at double speed.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-speed.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Speed.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Potion of Treasure Finding]]></title><description><![CDATA[Grants the ability to sense treasure.
Range: Treasure up to 360’ away can be detected.
Direction and distance: The character becomes aware of the direction and distance of treasure.
Concentration: The character must concentrate on sensing this information.
Multiple hoards: The largest treasure hoard within range is sensed.
Obstructions: The magic is blocked by lead.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/potions/potion-of-treasure-finding.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Potions/Potion of Treasure Finding.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Control Animals]]></title><description><![CDATA[Grants the power to control the actions of animals.
Affects: 1d6 normal animals or 1 giant animal (not magical or intelligent animals).
Resisting: No saving throw is allowed.
Visual range: The character can only control animals that they can see.
Concentration: Control is broken if the user of the ring moves or attacks.
When concentration ends: The referee should make a reaction roll with a -1 penalty (see Encounters to determine the animals’ behavior.
Usage frequency: May be used up to once per turn.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-control-animals.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Control Animals.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Control Humans]]></title><description><![CDATA[Grants the power to charm humans.
Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
Resisting: The subject may save versus spells (with a -2 penalty) to resist.
Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
Charmed individuals: Regard the character as a trusted friend and will come to their defense. They will obey the character’s commands as long as these are not obviously harmful and do not contradict the subject’s alignment.
Duration: The charm lasts until dispelled, until the ring is removed, or until the wearer cancels it.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-control-humans.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Control Humans.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Control Plants]]></title><description><![CDATA[Grants the power to control plants.
Affects: All plants (including plant monsters) in a 10’ square area.
Range: The area may be up to 60’ distant.
Commands: Affected plants may be commanded to move around as the character wishes.
Concentration: The effect lasts as long as the ring's wearer concentrates.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-control-plants.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Control Plants.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Delusion]]></title><description><![CDATA[The wearer believes is under the effects of another type of magic ring.
Type: The other type of ring should be determined by the referee (e.g., a ring of protection or a ring of spell turning.
Describing: The referee should try to trick the player into believing that the character is under the effects of the other ring, only revealing the truth at some vital juncture.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-delusion.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Delusion.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Djinni Summoning]]></title><description><![CDATA[This ring grants the power to summon a djinni (see Djinni).
Duration of service: The djinni will serve the character who summoned it for up to 24 hours.
Commands: The djinni only obeys the one who summoned it—another character who takes the ring has no power over the djinni.
Usage frequency: The ring may be used up to once per day.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-djinni-summoning.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Djinni Summoning.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Fire Resistance]]></title><description><![CDATA[Grants the wearer protection against fire.
Normal fire: Unharmed by non-magical fire.
Save bonus: Gain a +2 bonus to all saving throws versus fire-based magical or breath attacks.
Fire-based damage: Is reduced by 1 point per damage die rolled. (Each die inflicts a minimum of 1 hit point damage.)
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-fire-resistance.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Fire Resistance.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Invisibility]]></title><description><![CDATA[The wearer of this ring becomes invisible.
Attacking: If the character attacks or casts a spell, the invisibility is broken.
Usage frequency: May be used up to once per turn.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-invisibility.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Invisibility.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Protection]]></title><description><![CDATA[Grants a measure of protection from harm:
Armor Class: A +1 AC bonus.
Saving throws: A +1 bonus to all saves.
Allies within 5’ of the wearer also benefit from the ring’s protective power. For example, two characters fighting beside the ring's wearer would gain the protective benefit.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-protection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Protection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Regeneration]]></title><description><![CDATA[The wearer heals at an accelerated rate.
Rate: The wearer regains 1 hit point per round.
Severed limbs: Will also regrow. The rate depends on the size of the limb (e.g., a finger may regrow in one day, while a whole limb may take a week).
Fire or acid damage: Cannot be regenerated.
Death: The ring does not function if the wearer is reduced to 0 or fewer hit points.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-regeneration.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Regeneration.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Spell Storing]]></title><description><![CDATA[Stores a number of magical spells that the wearer can release on command.
Capacity: The ring contains 1d6 spells. (The spells can be triggered and recharged but cannot be changed.)
Type of magic: There is a 20% chance of divine spells; otherwise, they are arcane spells.
Knowledge: The wearer of the ring knows which spells it contains.
Triggering: The ring's wearer can trigger the spells at will (up to one spell per round).
Caster level: For spells whose effects vary by the caster's level, the ring's wearer is treated as a caster of the lowest level required to cast the spell.
Recharging: Once a spell is triggered, it may not be reused until it is recharged—the expired spell must be cast directly onto the ring.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-spell-storing.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Spell Storing.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Spell Turning]]></title><description><![CDATA[Spells cast on the wearer of this ring are reflected onto the caster.
Charges: After 2d6 spells are reflected, the ring loses its power.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-spell-turning.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Spell Turning.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Telekinesis]]></title><description><![CDATA[Grants the power to move objects or creatures within 120’ by concentrating.
Weight: Up to 2,000 coins of weight may be targeted.
Movement: The target may be moved up to 20’ per round in whatever direction the wearer of the ring wishes (including vertically).
Resisting: A targeted creature may save versus spells to resist.
Concentration: If concentration is broken, the target falls.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-telekinesis.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Telekinesis.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Water Walking]]></title><description><![CDATA[Grants the power to walk on the water's surface without sinking.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-water-walking.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Water Walking.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Weakness]]></title><description><![CDATA[A cursed ring that weakens the wearer.
Effect: Within 6 rounds of putting the ring on, the wearer’s STR is reduced to 3.
Removing: The ring cannot be removed once worn.
Dispelling: The curse can be removed by magic (e.g., remove curse) or (at the referee’s option) by performing a special quest.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-weakness.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Weakness.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of Wishes]]></title><description><![CDATA[Grants the wearer’s wishes (see Wishes).
Charges: The number of wishes granted is noted in the Rings table. Once all wishes have been used, the ring’s magic is spent.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-wishes.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of Wishes.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Ring of X-Ray Vision]]></title><description><![CDATA[Grants the power to see through solid objects.
Through dense materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible.
Through stone: Sight up to 30’ through stone is possible.
Obstructions: Sight through gold or lead is blocked.
Searching: When used for the purpose of searching (see Dungeon Adventuring), the wearer is guaranteed to notice secret doors or traps in the 10’ square area being examined.
Concentration: Using the ring requires concentration (the wearer cannot move).
Usage frequency: May be used at most once per turn.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rings/ring-of-x-ray-vision.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rings/Ring of X-Ray Vision.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Rod of Cancellation]]></title><description><![CDATA[Drains the enchantment from a magic item that is touched.
In combat: Usage requires an attack roll against AC 9 [10] (adjusted by the referee, if the target item is being actively used).
Effect: The item that is touched becomes utterly non-magical.
One use only: The rod may only be used once: it has but a single charge.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/rod-of-cancellation.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Rod of Cancellation.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Commanding]]></title><description><![CDATA[Grants the power to control animals, humans, and plants.
Affects: 1d6 normal animals or 1 giant animal (but not magical or intelligent animals).
Resisting: No saving throw is allowed.
Visual range: The character can only control animals that they can see.
Concentration: Control is broken if the staff user moves or attacks.
When concentration ends: The referee should make a reaction roll with a -1 penalty (see Encounters to determine the animals’ behavior.
Usage frequency: This staff power may be used up to once per turn. Usage: A charm may be placed upon a human within 60’. One target may be charmed per round.
Resisting: The subject may save versus spells (with a -2 penalty) to resist.
Maximum subjects: Up to 6 Hit Dice of humans may be charmed in this way. Normal humans count as ½ HD.
Charmed individuals: Regard the character as a trusted friend, and will come to their defense. They will obey the character’s commands, as long as these are not obviously harmful and do not contradict the subject’s alignment.
Duration: The charm lasts indefinitely but ends if canceled by the staff's wielder or when dispelled. Affects: All plants (including plant monsters) in a 10’ square area.
Range: The area may be up to 60’ distant.
Commands: Affected plants may be commanded to move around as the character wishes.
Concentration: The effect lasts as long as the staff's wielder concentrates.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-commanding.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Commanding.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Healing]]></title><description><![CDATA[Has the power to heal those touched.
Divine magic: Usable by divine spell casters only.
Effect: Heals 1d6+1 hit points with each usage.
Usage limit: Is effective on any individual at most once per day.
No charges: Does not use charges; may be used unlimited times.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-healing.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Healing.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Power]]></title><description><![CDATA[An item of great wizardly power, this staff may be used as a weapon in melee, and may evoke five different magical effects.
Arcane magic: Usable by arcane spell casters only.
Melee: Expending one charge inflicts 2d6 damage on a successful hit.
Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage (save versus spells for half damage).
Spells: Can cast: continual light, fire ball (8d6 damage), lightning bolt (8d6 damage), telekinesis (up to 2,400 coins of weight).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-power.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Power.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Snakes]]></title><description><![CDATA[A magical staff that can transform into a snake on command.
Divine magic: Usable by divine spell casters only.
In melee: Treated as a staff with a +1 magic bonus to attacks and damage.
On a successful hit: Upon a human-sized (or smaller) creature, the staff wielder may speak the command word, causing it to transform into a serpent and coil around the victim.
Victims: Must save versus spells or be immobilized in the snake's coils. Victims are completely helpless while held by the snake (1d4 turns or released as the wielder of the staff commands).
Snake: Has AC 5 [14], HD 3 (20hp), and a movement rate of 60’ (20’).
When the victim is released: The snake returns to the owner and transforms back into a staff. (At this point, it is healed of any damage it has suffered.)
If the snake is killed: It does not return to its staff form, becoming non-magical.
No charges: Does not use charges; may be used any number of times.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-snakes.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Snakes.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Striking]]></title><description><![CDATA[Used as a magical melee weapon.
Expending one charge: Inflicts 2d6 damage on a successful hit.
Usage frequency: Only one charge may be spent per strike.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-striking.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Striking.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Withering]]></title><description><![CDATA[Creatures hit by the staff are magically aged:
Divine magic: Usable by divine spell casters only.
Effect: The target is aged 10 years. Living creatures die upon reaching their natural life span.
Especially long-lived species: Ignore the effects of a certain amount of aging. (For example, elves may ignore up to 200 years of aging, dwarves ignore up to 50 years, and so on.)
Undead creatures: Are unaffected by the power of this staff.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-withering.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Withering.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Staff of Wizardry]]></title><description><![CDATA[An item of supreme wizardly power, this staff may be used as a weapon in melee, and may evoke a dozen different magical effects.
Arcane magic: Usable by arcane spell casters only.
In melee: Treated as a staff with a +1 magic bonus to attack and damage rolls.
Striking: Expending one charge, inflicts 2d6 damage on a successful hit.
Cone of cold: Conjures a cone of freezing energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone suffer 8d6 damage, with a successful save versus spells indicating half damage.
Paralysation: Conjures a cone of magical energy, 60’ long and 30’ wide at the far end. Creatures caught in the cone are paralyzed for 6 turns (save versus spells to avoid).
Spells: Can cast: conjure elemental (8 HD), continual light, fire ball (8d6 damage), invisibility, lightning bolt (8d6 damage), pass-wall, telekinesis (up to 2,400 coins of weight), web.
Whirlwind: Conjures a whirlwind 70’ tall, 20’ wide at the top, and 10’ wide at the base. The whirlwind lasts for 3 rounds and moves at 120’ (40’) as the staff's wielder directs. All in its path suffer 2d6 damage. Creatures with less than 2HD are swept aside (save versus death to avoid).
Sacrifice: The wielder may sacrifice the staff by breaking it in two. Doing so unleashes a 30’ radius fireball that inflicts 8 points of damage per remaining charge in the staff. The wielder of the staff also suffers this damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/staff-of-wizardry.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Staff of Wizardry.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Cold]]></title><description><![CDATA[Conjures a cone of freezing energy.
Area: The cone is 60’ long and 30’ wide at the far end.
Creatures caught in the cone: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-cold.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Cold.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Enemy Detection]]></title><description><![CDATA[Grants the power to detect nearby enemies.
Expending a charge: Causes enemies within 60’ to be haloed in a fiery glow.
Hidden enemies: Even enemies that are concealed or invisible are affected.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-enemy-detection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Enemy Detection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Fear]]></title><description><![CDATA[Conjures a cone of magical energy that terrifies those within it.
Area: The cone is 60’ long and 30’ wide at the far end.
Creatures in the cone: Are struck with terror and will flee from the wielder of the wand at maximum speed for 30 rounds. (A save versus wands negates the effect).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-fear.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Fear.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Fire Balls]]></title><description><![CDATA[Conjures fire balls:
Range: A streak of flame shoots towards an area up to 240’ distant.
Area: The flame detonates in a 40’ diameter sphere of fire.
Creatures caught in the fire ball: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-fire-balls.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Fire Balls.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Illusion]]></title><description><![CDATA[Expending a charge, an illusion of the character’s choosing manifests. This works in the same way as the magic-user spell phantasmal force, except:
Concentration: Is required to maintain the illusion. The wielder of the wand may move at up to half the normal movement rate while concentrating. Concentration is broken if the wielder attacks, casts a spell, or is successfully attacked (damaged, targeted by a malicious spell, etc.).
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-illusion.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Illusion.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Lightning Bolts]]></title><description><![CDATA[Conjures strokes of powerful electricity:
Point of origin: A lightning bolt may emanate from a point up to 180’ distant.
Area: The bolt is 60’ long and 5’ wide.
Creatures caught in the lightning bolt: Suffer 6d6 damage, with a successful save versus wands indicating half damage.
Bouncing: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the wielder of the wand.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-lightning-bolts.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Lightning Bolts.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Magic Detection]]></title><description><![CDATA[Grants the power to detect magic nearby.
Expending a charge: Causes magic items within 20’ to be haloed with light.
Concealed items: Also glow, but the light might not be seen.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-magic-detection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Magic Detection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Metal Detection]]></title><description><![CDATA[Grants the power to detect masses of metal of any type.
Expending a charge: Causes the wand to point towards metal within 20’.
Type: The type of metal is revealed.
Minimum mass: Only masses of metal of at least 1,000 coins in weight are detected.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-metal-detection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Metal Detection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Negation]]></title><description><![CDATA[Has the power to negate the effects of other wands or staves.
Declare intent: Before rolling initiative, the wand wielder must declare the intention to use it.
Target: Another wand or staff must be targeted.
Effect: The effects of the targeted item are negated for one round.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-negation.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Negation.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Paralyzation]]></title><description><![CDATA[Conjures a cone of paralyzing energy.
Area: The cone is 60’ long and 30’ wide at the far end.
Creatures caught in the cone: Are paralyzed for 6 turns, with a successful save versus wands negating the effect.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-paralyzation.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Paralyzation.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Polymorph]]></title><description><![CDATA[By expending a charge, the wielder of the wand or another creature within 60’ changes into another type of creature, as selected by the wielder. This works in the same way as the magic-user spells polymorph self and polymorph others.
Resisting: An unwilling subject may make a saving throw versus wands to negate the effect.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-polymorph.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Polymorph.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of Secret Door Detection]]></title><description><![CDATA[Reveals the location of any secret door within 20’.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-secret-door-detection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of Secret Door Detection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Wand of trap Detection]]></title><description><![CDATA[Reveals the location of all traps within 20’.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/rods,-staves,-wands/wand-of-trap-detection.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/Rods, Staves, Wands/Wand of trap Detection.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[1. Placing Treasure]]></title><description><![CDATA[There are two methods of deciding what treasure is in the possession of monsters: rolling randomly and referee choice.Monster listings note which treasure type is present in the creature’s lair and which it may carry on its person. See Treasure Types for details on how to roll treasure according to a treasure type letter code.If the value of the randomly generated treasure is significantly above or below the average value of the treasure type, the referee may adjust the results manually.The referee may wish to choose treasures appropriate to the monsters and the PC party. As treasure is the primary source of XP (see Awarding XP), the referee should carefully consider treasure placement. The following procedure is recommended:
Consider the size of the adventuring party, the levels of the characters, and the XP they need to go up in level.
Decide how many experience points the treasure hoard should provide if the party successfully acquires it.
Place treasures whose total value matches the determined XP total.
When using this approach, the referee should ensure that sufficiently powerful monsters guard the treasure. Adventurers should have to earn this reward!The treasure tables (see Treasure Types) describe methods for generating hoards of coins, gems, jewelry, and magic items.Adventures may also include valuable items of other kinds, whose worth may not always be apparent:
Artwork: Paintings, statuary.
Books: Rare tomes or scrolls.
Foodstuffs: Spices, valuable wines.
Furnishings: Rugs, tapestries.
Utensils: Silver cutlery, unusual kitchen or laboratory implements.
Valuables: Furs, ivory, ores, silks.
For each unusual item placed, the referee should note its value (in gold pieces) and (if using the optional rules for Encumbrance) its weight.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/1.-placing-treasure.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/1. Placing Treasure.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[2. Treasure Types]]></title><description><![CDATA[Each treasure type lists one or more types of coins or items. For each entry in the list:
If a percentage is given, first roll d100 to see whether this item is present.
If a range of values is given (e.g., 1d6 × 1,000cp, 6d6 gems), roll the specified dice to determine the quantity of this item.
For gems, jewelry, and magic items, the procedures for determining the value and properties of the items in the hoard are found in Gems and Jewellery and Magic Items.
If the value of the randomly rolled treasure is significantly above or below the average value of the treasure type, the referee may adjust the results manually.The average results of gems, jewelry, and all coins, excluding magic items (which have no fixed sale value).
1pp = 5gp
1gp = 2ep
1gp = 10sp
1gp = 100cp
These treasure types indicate the sum wealth of a large monster or a community of smaller monsters. Such hoards are usually hidden in the monsters’ lair.Small lairs: Monster listings note the number of individuals found in a lair. If the number rolled is below average and the lair encounter size is at least 1d4, the hoard's treasure amount may be reduced accordingly.
25%: 1d6 × 1,000cp.
30%: 1d6 × 1,000sp.
20%: 1d4 × 1,000ep.
35%: 2d6 × 1,000gp.
25%: 1d2 × 1,000pp.
50%: 6d6 gems.
50%: 6d6 pieces of jewellery.
30%: 3 magic items. 50%: 1d8 × 1,000cp.
25%: 1d6 × 1,000sp.
25%: 1d4 × 1,000ep.
25%: 1d3 × 1,000gp.
25%: 1d6 gems.
25%: 1d6 pieces of jewellery.
10%: 1 magic sword, suit of armor, or weapon. 20%: 1d12 × 1,000cp.
30%: 1d4 × 1,000sp.
10%: 1d4 × 1,000ep.
25%: 1d4 gems.
25%: 1d4 pieces of jewellery.
10%: 2 magic items. 10%: 1d8 × 1,000cp.
15%: 1d12 × 1,000sp.
60%: 1d6 × 1,000gp.
30%: 1d8 gems.
30%: 1d8 pieces of jewellery.
15%: 2 magic items plus 1 potion. 5%: 1d10 × 1,000cp.
30%: 1d12 × 1,000sp.
25%: 1d4 × 1,000ep.
25%: 1d8 × 1,000gp.
10%: 1d10 gems.
10%: 1d10 pieces of jewellery.
25%: 3 magic items plus 1 scroll. 10%: 2d10 × 1,000sp.
20%: 1d8 × 1,000ep.
45%: 1d12 × 1,000gp.
30%: 1d3 × 1,000pp.
20%: 2d12 gems.
10%: 1d12 pieces of jewelry.
30%: 3 magic items (not weapons), plus 1 potion, plus 1 scroll. 50%: 1d4 × 10,000gp.
50%: 1d6 × 1,000pp.
25%: 3d6 gems.
25%: 1d10 pieces of jewellery.
35%: 4 magic items plus 1 scroll. 25%: 3d8 × 1,000cp.
50%: 1d100 × 1,000sp.
50%: 1d4 × 10,000ep.
50%: 1d6 × 10,000gp.
25%: 5d4 × 1,000pp.
50%: 1d100 gems.
50%: 1d4 × 10 pieces of jewellery.
15%: 4 magic items, plus 1 potion, plus 1 scroll. 30%: 1d8 × 1,000pp.
50%: 2d6 gems.
50%: 2d6 pieces of jewellery.
15%: 1 magic item. 25%: 1d4 × 1,000cp.
10%: 1d3 × 1,000sp. 30%: 1d6 × 1,000sp.
10%: 1d2 × 1,000ep. 50%: 1d4 gems. 40%: 2d4 × 1,000gp.
50%: 5d6 × 1,000pp.
55%: 5d4 gems.
45%: 2d6 pieces of jewellery. 40%: 2d4 potions. 50%: 1d4 scrolls.
Intelligent monsters: Each individual carries this much treasure.Unintelligent monsters: The treasure is loot from the bodies of the monsters’ victims.
3d8cp. 3d6sp. 2d6ep. 2d4gp. 1d6pp.
Intelligent monsters: The group carries this much treasure between them.Unintelligent monsters: The treasure is loot from the bodies of the monsters’ victims.
10%: 1d100cp.
10%: 1d100sp.
5%: 1d100gp.
5%: 1d4 gems.
5%: 1d4 pieces of jewellery.
2%: 1 magic item. 10%: 1d100sp.
5%: 1d100ep.
10%: 1d100gp.
5%: 1d100pp.
10%: 1d4 gems.
10%: 1d4 pieces of jewellery.
5%: 1 magic item.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/2.-treasure-types.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/2. Treasure Types.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[3. Gems and Jewellery]]></title><description><![CDATA[The following table determines the value of each gem in a treasure hoard:Each piece of jewelry indicated by a treasure type is worth 3d6 × 100gp (or more, if the referee wishes, for characters above 3rd level).Rough treatment of jewelry (e.g., crushing, intense heat or fire, lightning) can damage it, reducing its value by 50%.When a treasure type indicates the presence of multiple gems or pieces of jewelry, the referee may combine the values as desired. For example, a roll of five 50gp value gems may be placed as a single 250gp gem, a 100gp gem, three 50gp gems, or any other combination.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/3.-gems-and-jewellery.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/3. Gems and Jewellery.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[4. Magic Items (General)]]></title><description><![CDATA[Magic items are usually classified according to one of the following categories:
Armor and shields: Grant protective benefits to the user.
Miscellaneous items: Enchanted items that do not fit into any other category.
Potions: Magical liquids stored in glass vials.
Rings: Plain or bejeweled rings that place an enchantment about the wearer.
Rods / staves / wands: Magical lengths of wood, metal, crystal, etc. Used by spell casters to unleash magical effects.
Scrolls and maps: Aged sheets of parchment or paper inscribed with either magical script or instructions leading to a treasure hoard. Note that treasure maps are rolled on the magic items table, although they are not usually magical.
Swords: Grant bonuses to hit and damage in combat. It may also be enchanted with additional powers.
Weapons: All enchanted weapons other than swords. Grant bonuses to hit and damage in combat. It may also be enchanted with additional powers.
When a treasure type indicates that a magic item is present, the following procedure is used to determine its nature:
Specific type of item: If the treasure type indicates a particular type of magic item (e.g., 3 potions), roll on the table for that type of item (found by following the links above).
Type of item not specified: Otherwise, first roll on the Magic Item Type table below to determine the type of the item, then roll on the table for that type (found by following the links in the table).
Separate probabilities are listed in the table for Basic and Expert level characters (i.e., characters of 1st to 3rd level and characters of 4th level or higher). The Basic probabilities are listed in the B column and the Expert probabilities in the X column.It is recommended that the probabilities appropriate to the group’s experience level be used. Alternatively, if the referee prefers to have an even distribution of magic items, irrespective of player character level, the Expert probabilities may always be used.Testing: The most common way of identifying magic items is by trial and error—sipping a potion, donning a suit of armor, using a weapon in battle, etc.Retainers: Players may wish to use retainers as “guinea pigs” to test magic items of unknown properties. Retainers may agree to do this, but only if allowed to keep the item in question.By magic: High-level NPC magic-users may also be able to identify magic items. They will always require payment or service in kind. The process takes time, possibly several weeks.Appropriate use: To be effective, a magic item must be used, held, or worn after the normal fashion for that type of object.Concentration: To activate an item’s magic, the user must concentrate on its effect. When using a magic item this way, the character cannot take any other actions.Items that are always active: The following items do not require concentration and are always active: magic swords, weapons, armor, and protective items (e.g., rings of protection).Actions per round: A magic item’s effect can normally be used only once per round unless its description notes otherwise.Some magic items grant wishes, the powerful ability for a character to change the nature of reality in any conceivable way they desire. Wishes are generally regarded as the most powerful magic in the game and have the potential to greatly upset the balance of play if not handled carefully by the referee.Wording: The player and referee must pay great attention to the precise language of a wish.Fundamental changes: A wish to alter some fundamental aspect of the game or the campaign world will have no effect. For example, a wish that transformed the abilities of all monsters of a particular type would fail.Greedy wishes: A wish that the referee judges to be unreasonable or overly greedy may come to pass but with its intent twisted in some way. For example, a wish for a potent magic item may cause the item to appear, but in the possession of a dangerous enemy.Wishing for more wishes: This will result in an infinite time loop, putting the character out of play.Some examples of reasonable wishes:
Wishing for a weapon to help fight magical monsters. The wish may grant a +1 sword that vanishes when the combat ends.
Wishing that a monster had not attacked. The wish may place the characters back in time and change the monster's reaction.
Wishing that a deadly blow had not occurred. The affected character may return to life, wounded but not dead.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/4.-magic-items-(general).html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/4. Magic Items (General).md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[5. Armor and Shields]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Usage: Per normal class restrictions.AC penalty: Some types of cursed armor specify an Armor Class penalty. This modifier worsens the wearer’s Armor Class score. For example, a cursed suit of chainmail -1 grants a base Armor Class of 6 [13], one point worse than the AC 5 [14] of non-magical chainmail.AC 9 [10]: Some types of cursed armor give the wearer a base Armor Class of 9 [10] (before modifiers due to Dexterity).Testing: All types of tests indicate that a cursed shield or suit of armor is enchanted with a +1 bonus. It is only when the armor is used in deadly combat that the curse is revealed.Removing: Once a cursed shield or suit of armor has been used, the character comes under the curse and cannot discard the item. It can only be removed with magic.AC bonus: Enchanted armor and shields specify a protective bonus that improves the wearer’s Armor Class score. For example, a suit of chainmail +1 grants a base Armor Class of 4 [15], one point better than the AC 5 [14] of non-magical chainmail.Weight: If using the optional rules for detailed encumbrance (see Encumbrance), the enchanted armor’s encumbrance value is 50% less than that of normal armor.The referee may choose the type of armor in a treasure hoard or may roll on the following table:]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/5.-armor-and-shields.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/5. Armor and Shields.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[6. Miscellaneous Items]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Usage: All characters (unless noted).Activating: Unless an item’s description states otherwise, it may be used any number of times per day and is activated by concentration.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/6.-miscellaneous-items.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/6. Miscellaneous Items.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[7. Potions]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Usage: All characters (unless noted).Identifying: A potion may be identified by sipping a small amount. It is difficult to identify potions purely by smell or taste, as even potions with the same effect are different.Drinking: Drinking a full dose of a potion takes one roundDuration: The magical effect of a full dose of a potion lasts for 1d6+6 turns. The referee should roll for and track this duration and keep the player from knowing how long the potion will last.Drinking a potion while already under the effects of another potion is dangerous:
Sickness: The character is completely disabled for 3 turns due to sickness.
Cancellation: The effects of both potions are canceled.
This rule does not apply to potions with instantaneous or permanent duration.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/7.-potions.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/7. Potions.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[8. Rings]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Usage: All characters (unless noted).Activating: A ring’s magical effect is activated by placing it on a finger or thumb. Unless noted otherwise, a magical ring’s effect is continuously active and ends if the ring is removed.Multiple rings: A character can wear two magic rings—one on each hand. If more are worn, their magical effects do not function.Cursed rings: Cannot be “deactivated” by wearing more magical rings.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/8.-rings.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/8. Rings.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[9. Rods, Staffs Wands]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Rods, staves, and wands have limited uses called “charges.”Number of charges: The number of charges in an item when discovered is determined by the referee and depends on the type of the item. Characters can't discover the number of charges in an item.Usage: Each item used takes one round and consumes one charge.Consuming the last charge: The item loses its magical potency.Recharging: This is not possible.Usage: All characters (unless noted).Dimensions: Thin, 3’ long.Charges: Unless noted, magic rods contain 1d10 charges when found.Usage: Spell casters. Some staves may only be used by either arcane or divine spell casters (this is noted in the item’s description).Dimensions: 2” thick, 6’ long.Charges: Unless noted, magic staves contain 3d10 charges when found.Although magic-users are generally only allowed to use daggers in combat, they can use the staff of power, striking, and wizardry in melee.Usage: Arcane spell casters.Dimensions: Thin, 1½’ long.Charges: Unless noted, magic wands contain 2d10 charges when found.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/9.-rods,-staffs-wands.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/9. Rods, Staffs Wands.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[10 Scolls and Maps]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Scrolls are aged sheets of parchment or paper on which a high-level spell caster has written magical words.One use only: When a scroll is read, the words disappear.Light: A scroll can only be used if there is enough light to read.Usage: All characters (unless noted).Activation: Merely looking at the baneful script on the scroll curses the character. The referee should determine the nature of the curse (see examples below).Removing: A curse can be removed by magic or (at the referee’s option) by performing a special quest.
Transformation: The reader changes into a harmless creature (e.g., a frog).
Summoning: A wandering monster appears next to the reader and attacks (gaining surprise). The monster is of equal level to the reader.
Lost item: A magic item in the reader’s possession vanishes. The referee may select the item or choose it at random.
Energy drain: The reader permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points and all other benefits due to the lost level (e.g., spells, saving throws, etc.). A character’s XP is reduced halfway between the former and new levels. A person who loses all levels dies.
Ability score re-roll: The player must re-roll the character’s prime requisite.
Slow healing: The reader’s healing capacity is reduced. Natural healing takes double the normal amount of time, and healing spells only cure half the normal number of hit points.
Usage: All characters (unless noted). (Written in non-magical languages—usually Common.)Activation: Reading the script aloud conjures a circle of protection against a specific type of monster or energy.Area of protection: When used, conjures a 10’ radius circle of protection around the reader.Moving: If the reader moves, the circle of protection follows them.No elemental may enter the circle of protection.
Ranged attacks: The circle does not prevent elementals from using magic or missile attacks against those within it.
Breaking: The circle is broken if anyone within the circle attacks an affected elemental in melee.
Duration: 2 turns unless broken.
A number of lycanthropes are barred from entering the circle of protection. The number depends on their Hit Dice: 1–3 HD: 1d10 lycanthropes affected, 4–5 HD: 1d8 affected, 6+ HD: 1d4 affected.
Ranged attacks: The circle does not prevent lycanthropes from using magic or missile attacks against those within it.
Breaking: The circle is broken if anyone within the circle attacks an affected lycanthrope in melee.
Duration: 6 turns unless broken.
Spells and spell-like effects (e.g., from magic items cannot cross the circle of protection. The barrier prevents magic from entering the circle and leaving it.
Duration: 1d4 turns.
Dispelling: Only by a wish.
A number of undead monsters are barred from entering the circle of protection. The number depends on their Hit Dice: 1–3 HD: 2d12 undead affected, 4–5 HD: 2d6 undead affected, 6+ HD: 1d6 undead affected.
Ranged attacks: The circle does not prevent undead from using magic or missile attacks against those within it.
Breaking: The circle is broken if anyone within the circle attacks an affected undead monster in melee.
Duration: 6 turns, unless broken.
Usage: Spell casters.Type of magic: 1-in-4 scrolls contain divine spells; the rest contain arcane spells.Activation: Reading the script aloud conjures the effect of a specific spell. Only arcane spell casters can use scrolls of arcane spells. Only divine spell casters can use scrolls of divine spells.Arcane spell scrolls: These are written in a magical script that can only be read by magic.Divine spell scrolls: Are written in normal languages (usually Common) but can only be used by divine spell casters.Scrolls of multiple spells: Only the spell cast disappears if a scroll contains multiple spells.The referee may choose the spells or may roll for them randomly. The table below may be used to select the level of each spell on a scroll. (The table lists separate probabilities for Basic and Expert level characters. See **Basic and Expert Magic Items.Usage: All characters (unless noted).A map that indicates the route to a valuable treasure located in a dungeon or wilderness.Interpreting: Treasure maps may sometimes be challenging to interpret. A map may be incomplete, worded in riddles, or written in an obscure language.Preparing in advance: The referee should prepare treasure maps in advance.The following list of treasure map types may be used to determine the nature of the treasure that a map leads to.
I: 1 magic item.
II: 1d6 × 10 gems and 2d10 pieces of jewellery.
III: 2 magic items.
IV: 3 magic items (no swords).
V: 3 magic items and 1 potion.
VI: 3 magic items, 1 scroll, 1 potion.
VII: 5d6 gems and 2 magic items.
VIII: Hoard worth 1d4 × 1,000gp.
IX: Hoard worth 5d6 × 1,000gp.
X: Hoard worth 5d6 × 1,000gp and 1 magic item.
XI: Hoard worth 5d6 × 1,000gp and 5d6 gems.
XII: Hoard worth 6d6 × 1,000gp.
For treasure hoards with a listed gold piece value, the referee may choose what type of treasure is in the hoard. (For example, it may be coins, but could also consist of valuable art objects or jewels.)The treasure is normally guarded by enchantments, traps, or monsters (e.g., a monster from the dungeon encounter tables of levels 5–6 or higher).]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/10-scolls-and-maps.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/10 Scolls and Maps.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[11. Swords]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Usage: Per normal class restrictions.Penalty: Cursed swords specify a penalty applied to both attack rolls and damage rolls made with the weapon.Discarding: Once the sword has been used in combat, the character comes under the curse and cannot discard the item. They will favor the sword and use it whenever possible. The curse can only be removed with magic.Bonus: Enchanted swords specify a bonus for both attack rolls and damage rolls made with the weapon.Bonus vs. creature type: Some swords have a special bonus when used against a certain type of creature.Bonus vs. enchanted creatures: Magically created or animated monsters and those summoned by spells or magic items.Some magic swords have innate intelligence, personality, and other special powers. See Sentient Swords for rules for determining the special powers of a sentient sword.Probability: If the referee wishes to determine whether a magic sword is intelligent randomly, the chance is 30%.Some magic swords are imbued with a special purpose. Such swords are extremely powerful and are always sentient. See Sentient Swords for rules for determining the powers of a sword with a special purpose.Probability: There is a 1-in-20 chance of a magic sword having a special purpose. The referee may choose to only place such swords by design rather than rolling this chance randomly.It drains the life energy of its victims.
On a successful hit: The wielder may command the sword to drain the victim’s life energy.
Energy drain: Besides suffering normal damage, the target permanently loses one experience level (or Hit Die). This incurs a loss of one Hit Die of hit points and all other benefits due to the drained level (e.g., spells, saving throws, etc.). A character’s XP is reduced to the lowest amount for the new level. A person drained of all levels dies.
Charges: The sword may drain a total of 1d4+4 levels. Once this many levels have been drained, it becomes a normal magical sword +1.
Bursts into flames, on command. When flaming: Casts light: In a 30’ radius. Can set things alight: Treated as a torch to set things on fire (e.g., a web spell). Inflicts fire damage: This may have special effects on certain creatures. Grants an attack bonus:
Against certain types of creature: +2 vs. trolls (or other creatures that cannot regenerate fire damage).
+2 vs. pegasi, hippogriffs, and rocs (or other bird-like creatures).
+3 vs. treants (or other plant-based creatures).
+3 vs. undead. Duration: The sword blazes until commanded to cease. On command, it produces light in a 30’ radius.It grants the wielder the ability to charm other people.
Effect: This works in the same way as the magic-user spell charm person.
Usage frequency: The power may be used up to three times weekly.
It grants the wielder the ability to detect the presence of objects within 120’.
Effect: This works in the same way as the magic-user spell locate object.
Usage frequency: The power may be used once per day.
Has the power to grant the wielder’s wishes.
Charges: The sword grants a total of 1d4 wishes.
Wishing: The wish must be spoken out loud by the sword's wielder.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/11.-swords.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/11. Swords.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[12. Weapons]]></title><description><![CDATA[B: Basic characters (levels 1–3)
X: Expert characters (level 4+)Usage: Per normal class restrictions.Penalty: Cursed weapons specify a penalty applied to both attack rolls and damage rolls made with the weapon.Discarding: Once the weapon has been used in combat, the character comes under the curse and cannot discard the item. They will favor the weapon and use it whenever possible. The curse can only be removed with magic.Bonus: Enchanted weapons specify a bonus applied to both attack rolls and damage rolls made with the weapon.Bonus vs. creature type: Some weapons have a special bonus when used against a certain type of creature.In the hands of a dwarf, this weapon may function as a thrown missile weapon.
Range: 60’.
After being thrown: It returns to its wielder’s hands.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/12.-weapons.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/12. Weapons.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[13. Sentient Swords]]></title><description><![CDATA[If a magic sword possesses sentience (see Swords for the likelihood), the procedure on this page may be used to determine its powers. (Alternatively, the referee may select its qualities as desired.) Special purpose: If the sword has a special purpose, see Special Purpose of Sentient Swords to determine what it is. Intelligence and personality: The sword’s INT is 1d6+6. (Swords imbued with a special purpose always have INT 12.) The sword has a personality and should be played as an NPC. Communication:
The sword’s INT determines how it can communicate. See the table below. Empathy: The sword cannot communicate directly but empathically informs the wielder of its powers and how to use them.
Speech: The sword speaks out loud. The number of languages it knows is indicated by rolling on the languages table; see below. The referee should select the languages.
Reading: The sword can read all languages it can speak and magical inscriptions. Alignment: See the table below. Powers: The sword’s INT determines the number of powers it has. See the table below. Powers are described in the links below. Ego: Sentient swords have an Ego rating—a measure of their force of personality. This is rolled on 1d12. Swords imbued with a special purpose always have an Ego of 12. Sentient swords grant the wielder special powers beyond a normal magic sword, but using one also carries risks.
In hand: To use a power, the sword must be in the wielder’s hand.
Concentration: The wielder must concentrate to activate a power.
The alignment of the sword can only be determined by touching it. Doing so may incur damage if the character is of a different alignment to the sword:
Lawful swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to chaotic characters.
Neutral swords: Inflict 1d6 damage per round to non-neutral characters.
Chaotic swords: Inflict 1d6 damage per round to neutral characters and 2d6 per round to lawful characters.
A sentient sword has its own personality and can sometimes attempt to exercise control over the person who wields it. A control check (see below) is triggered in any of the following circumstances:
First contact: Upon the character first touching the sword.
Wounded: When the character is reduced to half hit points or less.
Jealousy: When another magic weapon comes into the character’s possession.
Alignment difference: Upon every use, if the sword and the character are of different alignments.
Special purpose: If the sword has a special purpose, every time the special purpose is applicable. (e.g., when encountering a character or creature of the type the sword is designed to slay.)
When one of the circumstances above occurs, a control check is required:
Determine the sword’s Will score: The sum of its INT and Ego.
Add one for each extraordinary power the sword has.
Add 1d10 if the sword and the wielder are different alignments. Determine the wielder’s Will score: The sum of STR and WIS scores.
If the character has less than full hit points, Will is reduced by 1d4 (or 2d4 if the character has less than half hit points). Compare the Will scores. If the sword’s Will score is higher, it takes control of the character’s actions.
The referee determines the behavior of the character via the sword, for example:
Jealousy: Discarding other weapons or ignoring newly discovered magic weapons.
Glory: Charging into battle to gain glory for the sword.
Surrender: To a foe whom the sword deems either more worthy of possessing it or more susceptible to being controlled.
Indulgence: Making lavish expenditures for the sword. Purchasing expensive sheaths, having jewels fitted, having enchantments and wards applied, etc. The sword may force the character to spend most of their money on such things!
Once in control, the sword will only release the character when the circumstance that triggered the control check is over or when the sword is otherwise satisfied.See Extraordinary Powers of Sentient Swords.See Sensory Powers of Sentient Swords.See Special Purpose of Sentient Swords.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/13.-sentient-swords.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/13. Sentient Swords.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[13a. Extraordinary Power of Sentient Swords]]></title><description><![CDATA[Each power should be rolled on the table below. Duplicates should be re-rolled, unless noted.Usage frequency: Unless a power’s description notes otherwise, it may be used at most three times a day.It enables the wielder to hear through the ears of another creature.
Activation: The wielder must concentrate for one turn to activate this power.
Range: The other creature must be within 60’.
Obstruction: Lead blocks this power.
It enables the wielder to see through the eyes of another creature.
Activation: The wielder must concentrate for one turn to activate this power.
Range: The other creature must be within 60’.
Obstruction: Lead blocks this power.
It enables the wielder to read the thoughts of another living creature.
Activation: To activate this power, the wielder must concentrate in a specific direction.
Range: The other creature must be within 60’.
Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
Obstruction: Lead blocks this power.
Increases the wielder’s strength for 1d10 rounds. While the power is active, the damage inflicted by the wielder is multiplied by 4.If this power is rolled more than once, the damage multiplier is increased by one for each duplicate roll.The wielder can fly for up to 3 turns.
Movement rate: A speed of up to 360’ (120’) is possible.
Free movement: This is possible in any direction, including levitating and hovering mid-air.
The sword heals damage.
Effect: One point of damage is healed per round for six rounds.
Usage frequency: This power may only be activated once a day.
If this power is rolled more than once, the duration of the power is increased by 6 rounds for each duplicate.An illusion of the wielder’s choosing manifests. This works in the same way as the magic-user spell phantasmal force.Grants the wielder the ability to move up and down through the air for up to 3 turns:
Vertical: The wielder mentally directs vertical movement up to 20’ per round.
Horizontal: The character can push against solid objects to move laterally.
Weight: A normal amount of weight can be carried while levitating.
By concentrating, the wielder can move objects or creatures within 120’ by the power of thought.
Weight: Up to 2,000 coins of weight may be targeted.
Movement: The target may be moved up to 20’ per round in whatever direction the wielder wishes (including vertically).
Resisting: A targeted creature may save versus spells to resist.
Duration: Up to 6 rounds.
Concentration: If concentration is broken, the target falls.
It enables the wielder to read the thoughts of another living creature.
Concentration: To activate this power, the wielder must concentrate in a specific direction.
Range: The other creature must be within 60’.
Comprehension: The wielder gains an empathic understanding of the creature’s thoughts.
Bidirectional communication: The wielder may also initiate a bidirectional telepathic communication with the creature, though it is not compelled to respond.
Obstruction: Lead blocks this power.
The wielder can teleport, per the magic-user spell (see ***Teleport.Allows the wielder to see through solid objects.
Through stone: Sight up to 30’ through stone is possible.
Through softer materials: Sight up to 60’ through less dense materials (cloth, water, wood) is possible.
Obstructions: Sight through gold or lead is blocked.
Searching: When used for searching (see Dungeon Adventuring), the wielder is guaranteed to notice secret doors or traps in the 10’ square area being examined.
Concentration: Usage requires concentration (the wielder cannot move).
Usage frequency: This power may not be activated more frequently than once per turn.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/13a.-extraordinary-power-of-sentient-swords.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/13a. Extraordinary Power of Sentient Swords.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[13b. Sensory Powers of Sentient Swords]]></title><description><![CDATA[Each sensory power should be rolled on the table below, with duplicates re-rolled.Usage frequency: Unless a power’s description notes otherwise, it may be used without limit.The wielder can sense the intention to do evil or good within 20’. (Note: some potentially harmful things—e.g., animals, traps—are not evil.)The sword will point in the direction of any gems within 60’.
Count: The wielder is also informed of the number of gems present.
Obstruction: Lead blocks this power.
The sword can detect magic up to three times daily within 20’. On command, the magic may be caused to glow.The sword will point in the direction of metal of a named type within 60’.
Obstruction: Lead blocks this power.
The wielder can locate shifting walls or rooms up to 10’ distant.The wielder can sense sloped floors within 10’.Up to three times daily, the wielder can sense traps within 10’.Up to three times daily, the wielder can find all secret doors within 10’.The wielder can see invisible or concealed objects up to 20’ distance. This power does not reveal secret doors.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/13b.-sensory-powers-of-sentient-swords.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/13b. Sensory Powers of Sentient Swords.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[13c. Special Purpose of Sentient Swords]]></title><description><![CDATA[Some sentient swords are also imbued with a special purpose. The purpose of such swords is typically to slay a certain type of character or creature. The purpose may be rolled on the table below, or the referee may invent others.In addition to their sensory and extraordinary powers, swords of special purpose have an extra power when used to achieve their designated purpose (e.g., when attacking the enemy, the sword was designed to slay). This power depends on the sword’s alignment:
Lawful: Chaotic foes hit by the sword must save versus spells or be paralyzed.
Neutral: The wielder gains a +1 bonus to all saving throws.
Chaotic: Lawful foes hit by the sword must save versus spells or be turned to stone.
]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/8.-treasures/13c.-special-purpose-of-sentient-swords.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/8. Treasures/13c. Special Purpose of Sentient Swords.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[OSE_EN]]></title><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/fantasy-statblocks/ose_en.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/Fantasy-Statblocks/OSE_EN.json</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[License]]></title><description><![CDATA[This Vault is Covered under Multiple Licenses.
For all content belonging to the brand Old School Essentials and Necrotic Gnome, this content belongs to <a data-tooltip-position="top" aria-label="https://oldschoolessentials.necroticgnome.com" rel="noopener nofollow" class="external-link is-unresolved" href="https://oldschoolessentials.necroticgnome.com" target="_self">Necroticgnome</a>. Any usage is either incidental, or needed to explain an OGL feature, and is covered under 17 U.S.C. § 110(1) otherwise known as Fair Use. All Official OSE content is covered under the Open Game License, which is included below.
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Authors of original content may include their own licenses with their submission. In which case, their license supercedes the default CC BY 4.0 and MPL 2.0
All artwork, logos, and presentation are product identity. The names “Necrotic Gnome” and “Old-School Essentials” are product identity. All text referencing such is product identity.All text and tables not declared as product identity are Open Game Content.The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
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Definitions
1.1. "Contributor"
means each individual or legal entity that creates, contributes to
the creation of, or owns Covered Software.1.2. "Contributor Version"
means the combination of the Contributions of others (if any) used
by a Contributor and that particular Contributor's Contribution.1.3. "Contribution"
means Covered Software of a particular Contributor.1.4. "Covered Software"
means Source Code Form to which the initial Contributor has attached
the notice in Exhibit A, the Executable Form of such Source Code
Form, and Modifications of such Source Code Form, in each case
including portions thereof.1.5. "Incompatible With Secondary Licenses"
means(a) that the initial Contributor has attached the notice described in Exhibit B to the Covered Software; or (b) that the Covered Software was made available under the terms of version 1.1 or earlier of the License, but not also under the terms of a Secondary License.
1.6. "Executable Form"
means any form of the work other than Source Code Form.1.7. "Larger Work"
means a work that combines Covered Software with other material, in
a separate file or files, that is not Covered Software.1.8. "License"
means this document.1.9. "Licensable"
means having the right to grant, to the maximum extent possible,
whether at the time of the initial grant or subsequently, any and
all of the rights conveyed by this License.1.10. "Modifications"
means any of the following:(a) any file in Source Code Form that results from an addition to, deletion from, or modification of the contents of Covered Software; or (b) any new file in Source Code Form that contains any Covered Software.
1.11. "Patent Claims" of a Contributor
means any patent claim(s), including without limitation, method,
process, and apparatus claims, in any patent Licensable by such
Contributor that would be infringed, but for the grant of the
License, by the making, using, selling, offering for sale, having
made, import, or transfer of either its Contributions or its
Contributor Version.1.12. "Secondary License"
means either the GNU General Public License, Version 2.0, the GNU
Lesser General Public License, Version 2.1, the GNU Affero General
Public License, Version 3.0, or any later versions of those
licenses.1.13. "Source Code Form"
means the form of the work preferred for making modifications.1.14. "You" (or "Your")
means an individual or a legal entity exercising rights under this
License. For legal entities, "You" includes any entity that
controls, is controlled by, or is under common control with You. For
purposes of this definition, "control" means (a) the power, direct
or indirect, to cause the direction or management of such entity,
whether by contract or otherwise, or (b) ownership of more than
fifty percent (50%) of the outstanding shares or beneficial
ownership of such entity.
License Grants and Conditions
2.1. GrantsEach Contributor hereby grants You a world-wide, royalty-free,
non-exclusive license:(a) under intellectual property rights (other than patent or trademark)
Licensable by such Contributor to use, reproduce, make available,
modify, display, perform, distribute, and otherwise exploit its
Contributions, either on an unmodified basis, with Modifications, or
as part of a Larger Work; and(b) under Patent Claims of such Contributor to make, use, sell, offer
for sale, have made, import, and otherwise transfer either its
Contributions or its Contributor Version.2.2. Effective DateThe licenses granted in Section 2.1 with respect to any Contribution
become effective for each Contribution on the date the Contributor first
distributes such Contribution.2.3. Limitations on Grant ScopeThe licenses granted in this Section 2 are the only rights granted under
this License. No additional rights or licenses will be implied from the
distribution or licensing of Covered Software under this License.
Notwithstanding Section 2.1(b) above, no patent license is granted by a
Contributor:(a) for any code that a Contributor has removed from Covered Software;
or(b) for infringements caused by: (i) Your and any other third party's
modifications of Covered Software, or (ii) the combination of its
Contributions with other software (except as part of its Contributor
Version); or(c) under Patent Claims infringed by Covered Software in the absence of
its Contributions.This License does not grant any rights in the trademarks, service marks,
or logos of any Contributor (except as may be necessary to comply with
the notice requirements in Section 3.4).2.4. Subsequent LicensesNo Contributor makes additional grants as a result of Your choice to
distribute the Covered Software under a subsequent version of this
License (see Section 10.2) or under the terms of a Secondary License (if
permitted under the terms of Section 3.3).2.5. RepresentationEach Contributor represents that the Contributor believes its
Contributions are its original creation(s) or it has sufficient rights
to grant the rights to its Contributions conveyed by this License.2.6. Fair UseThis License is not intended to limit any rights You have under
applicable copyright doctrines of fair use, fair dealing, or other
equivalents.2.7. ConditionsSections 3.1, 3.2, 3.3, and 3.4 are conditions of the licenses granted
in Section 2.1.
Responsibilities
3.1. Distribution of Source FormAll distribution of Covered Software in Source Code Form, including any
Modifications that You create or to which You contribute, must be under
the terms of this License. You must inform recipients that the Source
Code Form of the Covered Software is governed by the terms of this
License, and how they can obtain a copy of this License. You may not
attempt to alter or restrict the recipients' rights in the Source Code
Form.3.2. Distribution of Executable FormIf You distribute Covered Software in Executable Form then:(a) such Covered Software must also be made available in Source Code
Form, as described in Section 3.1, and You must inform recipients of
the Executable Form how they can obtain a copy of such Source Code
Form by reasonable means in a timely manner, at a charge no more
than the cost of distribution to the recipient; and(b) You may distribute such Executable Form under the terms of this
License, or sublicense it under different terms, provided that the
license for the Executable Form does not attempt to limit or alter
the recipients' rights in the Source Code Form under this License.3.3. Distribution of a Larger WorkYou may create and distribute a Larger Work under terms of Your choice,
provided that You also comply with the requirements of this License for
the Covered Software. If the Larger Work is a combination of Covered
Software with a work governed by one or more Secondary Licenses, and the
Covered Software is not Incompatible With Secondary Licenses, this
License permits You to additionally distribute such Covered Software
under the terms of such Secondary License(s), so that the recipient of
the Larger Work may, at their option, further distribute the Covered
Software under the terms of either this License or such Secondary
License(s).3.4. NoticesYou may not remove or alter the substance of any license notices
(including copyright notices, patent notices, disclaimers of warranty,
or limitations of liability) contained within the Source Code Form of
the Covered Software, except that You may alter any license notices to
the extent required to remedy known factual inaccuracies.3.5. Application of Additional TermsYou may choose to offer, and to charge a fee for, warranty, support,
indemnity or liability obligations to one or more recipients of Covered
Software. However, You may do so only on Your own behalf, and not on
behalf of any Contributor. You must make it absolutely clear that any
such warranty, support, indemnity, or liability obligation is offered by
You alone, and You hereby agree to indemnify every Contributor for any
liability incurred by such Contributor as a result of warranty, support,
indemnity or liability terms You offer. You may include additional
disclaimers of warranty and limitations of liability specific to any
jurisdiction.
Inability to Comply Due to Statute or Regulation
If it is impossible for You to comply with any of the terms of this
License with respect to some or all of the Covered Software due to
statute, judicial order, or regulation then You must: (a) comply with
the terms of this License to the maximum extent possible; and (b)
describe the limitations and the code they affect. Such description must
be placed in a text file included with all distributions of the Covered
Software under this License. Except to the extent prohibited by statute
or regulation, such description must be sufficiently detailed for a
recipient of ordinary skill to be able to understand it.
Termination
5.1. The rights granted under this License will terminate automatically
if You fail to comply with any of its terms. However, if You become
compliant, then the rights granted under this License from a particular
Contributor are reinstated (a) provisionally, unless and until such
Contributor explicitly and finally terminates Your grants, and (b) on an
ongoing basis, if such Contributor fails to notify You of the
non-compliance by some reasonable means prior to 60 days after You have
come back into compliance. Moreover, Your grants from a particular
Contributor are reinstated on an ongoing basis if such Contributor
notifies You of the non-compliance by some reasonable means, this is the
first time You have received notice of non-compliance with this License
from such Contributor, and You become compliant prior to 30 days after
Your receipt of the notice.5.2. If You initiate litigation against any entity by asserting a patent
infringement claim (excluding declaratory judgment actions,
counter-claims, and cross-claims) alleging that a Contributor Version
directly or indirectly infringes any patent, then the rights granted to
You by any and all Contributors for the Covered Software under Section
2.1 of this License shall terminate.5.3. In the event of termination under Sections 5.1 or 5.2 above, all
end user license agreements (excluding distributors and resellers) which
have been validly granted by You or Your distributors under this License
prior to termination shall survive termination. * Disclaimer of Warranty * ------------------------- * * Covered Software is provided under this License on an "as is" *
basis, without warranty of any kind, either expressed, implied, or *
statutory, including, without limitation, warranties that the *
Covered Software is free of defects, merchantable, fit for a *
particular purpose or non-infringing. The entire risk as to the *
quality and performance of the Covered Software is with You. *
Should any Covered Software prove defective in any respect, You *
(not any Contributor) assume the cost of any necessary servicing, *
repair, or correction. This disclaimer of warranty constitutes an *
essential part of this License. No use of any Covered Software is *
authorized under this License except under this disclaimer. * * * Limitation of Liability * -------------------------- * * Under no circumstances and under no legal theory, whether tort *
(including negligence), contract, or otherwise, shall any *
Contributor, or anyone who distributes Covered Software as *
permitted above, be liable to You for any direct, indirect, *
special, incidental, or consequential damages of any character *
including, without limitation, damages for lost profits, loss of *
goodwill, work stoppage, computer failure or malfunction, or any *
and all other commercial damages or losses, even if such party *
shall have been informed of the possibility of such damages. This *
limitation of liability shall not apply to liability for death or *
personal injury resulting from such party's negligence to the *
extent applicable law prohibits such limitation. Some *
jurisdictions do not allow the exclusion or limitation of *
incidental or consequential damages, so this exclusion and *
limitation may not apply to You. * * Litigation
Any litigation relating to this License may be brought only in the
courts of a jurisdiction where the defendant maintains its principal
place of business and such litigation shall be governed by laws of that
jurisdiction, without reference to its conflict-of-law provisions.
Nothing in this Section shall prevent a party's ability to bring
cross-claims or counter-claims.
Miscellaneous
This License represents the complete agreement concerning the subject
matter hereof. If any provision of this License is held to be
unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable. Any law or regulation which provides
that the language of a contract shall be construed against the drafter
shall not be used to construe this License against a Contributor.
Versions of the License
10.1. New VersionsMozilla Foundation is the license steward. Except as provided in Section
10.3, no one other than the license steward has the right to modify or
publish new versions of this License. Each version will be given a
distinguishing version number.10.2. Effect of New VersionsYou may distribute the Covered Software under the terms of the version
of the License under which You originally received the Covered Software,
or under the terms of any subsequent version published by the license
steward.10.3. Modified VersionsIf you create software not governed by this License, and you want to
create a new license for such software, you may create and use a
modified version of this License if you rename the license and remove
any references to the name of the license steward (except to note that
such modified license differs from this License).10.4. Distributing Source Code Form that is Incompatible With Secondary
LicensesIf You choose to distribute Source Code Form that is Incompatible With
Secondary Licenses under the terms of this version of the License, the
notice described in Exhibit B of this License must be attached. This Source Code Form is subject to the terms of the Mozilla Public
License, v. 2.0. If a copy of the MPL was not distributed with this<br>
file, You can obtain one at <a rel="noopener nofollow" class="external-link is-unresolved" href="https://mozilla.org/MPL/2.0/" target="_self">https://mozilla.org/MPL/2.0/</a>.If it is not possible or desirable to put the notice in a particular
file, then You may include the notice in a location (such as a LICENSE
file in a relevant directory) where a recipient would be likely to look
for such a notice.You may add additional accurate notices of copyright ownership. This Source Code Form is "Incompatible With Secondary Licenses", as
defined by the Mozilla Public License, v. 2.0.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/license.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/License.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[OSE.Logo.Black]]></title><description><![CDATA[<img src="greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/ose.logo.black.png" target="_self">]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/ose.logo.black.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/OSE.Logo.Black.png</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate><enclosure url="." length="0" type="false"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;.&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[OSE.Logo.White]]></title><description><![CDATA[<img src="greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/ose.logo.white.png" target="_self">]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/ose.logo.white.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/OSE.Logo.White.png</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate><enclosure url="." length="0" type="false"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;.&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[README]]></title><description><![CDATA[Old School Essentials in Markdown Format and <a data-tooltip-position="top" aria-label="https://obsidian.md" rel="noopener nofollow" class="external-link is-unresolved" href="https://obsidian.md" target="_self">Obsidian</a> Ready.<br>With permission from <a data-tooltip-position="top" aria-label="https://github.com/OldManUmby/OSE.SRD.Wiki" rel="noopener nofollow" class="external-link is-unresolved" href="https://github.com/OldManUmby/OSE.SRD.Wiki" target="_self">@OldManUmby</a>, a copy of his OSE SRD wiki is held here so that we may also host homebrew items, and expend this resource into a more advanced Obsidian Vault. Clone, Fork, or Download this repository as a zip.
Open the folder in Obsidian.
Profit, for now.
Yes, we want them. Feel free to submit a PR.<br>French: <a data-tooltip-position="top" aria-label="https://github.com/fredben78" rel="noopener nofollow" class="external-link is-unresolved" href="https://github.com/fredben78" target="_self">Fredben</a> Maintains a French version of the OSE, <a data-tooltip-position="top" aria-label="https://github.com/fredben78/OSE-Obsidian" rel="noopener nofollow" class="external-link is-unresolved" href="https://github.com/fredben78/OSE-Obsidian" target="_self">here</a>.<br>Disclaimer: Old-School Essentials is a trademark of Necrotic Gnome. The trademark and Old-School Essentials logo are used with permission of Necrotic Gnome, under license. For more information about Old-School Essentials or other intellectual property, please visit their website at <a data-tooltip-position="top" aria-label="http://www.necroticgnome.com" rel="noopener nofollow" class="external-link is-unresolved" href="http://www.necroticgnome.com" target="_self">www.necroticgnome.com</a>.<br>Markdown conversion, and extended formats by <a data-tooltip-position="top" aria-label="http://www.oldmanumby.com" rel="noopener nofollow" class="external-link is-unresolved" href="http://www.oldmanumby.com" target="_self">Old Man Umby</a>.]]></description><link>greyhawk/expeditionen-in-greyhawk/old-school-essentials-markdown/readme.html</link><guid isPermaLink="false">Greyhawk/Expeditionen in Greyhawk/Old-School-Essentials-Markdown/README.md</guid><pubDate>Tue, 13 Aug 2024 18:19:36 GMT</pubDate></item><item><title><![CDATA[Zwergenmine_3]]></title><description><![CDATA[<img src="images/maps/zwergenmine_3.jpg" target="_self">]]></description><link>images/maps/zwergenmine_3.html</link><guid isPermaLink="false">Images/Maps/Zwergenmine_3.jpg</guid><pubDate>Sat, 18 May 2024 18:21:45 GMT</pubDate><enclosure url="images/maps/zwergenmine_3.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/zwergenmine_3.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Zwergenmine_2]]></title><description><![CDATA[<img src="images/maps/zwergenmine_2.jpg" target="_self">]]></description><link>images/maps/zwergenmine_2.html</link><guid isPermaLink="false">Images/Maps/Zwergenmine_2.jpg</guid><pubDate>Sat, 18 May 2024 17:52:38 GMT</pubDate><enclosure url="images/maps/zwergenmine_2.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/zwergenmine_2.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Zwergenmine_1]]></title><description><![CDATA[<img src="images/maps/zwergenmine_1.jpg" target="_self">]]></description><link>images/maps/zwergenmine_1.html</link><guid isPermaLink="false">Images/Maps/Zwergenmine_1.jpg</guid><pubDate>Sat, 18 May 2024 14:52:54 GMT</pubDate><enclosure url="images/maps/zwergenmine_1.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/zwergenmine_1.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Kampf in Laebi's World of Greyhawk - F.A.Q.]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/hausregeln/kampf-in-laebi&apos;s-world-of-greyhawk-f.a.q..html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Hausregeln/Kampf in Laebi&apos;s World of Greyhawk - F.A.Q..pdf</guid><pubDate>Fri, 17 May 2024 08:06:39 GMT</pubDate></item><item><title><![CDATA[AD&D 2nd Edition - Modified Weapon Table (LL)]]></title><link>greyhawk/das-geheimnis-von-saltmarsh/ad&amp;d-2nd-edition/hausregeln/ad&amp;d-2nd-edition-modified-weapon-table-(ll).html</link><guid isPermaLink="false">Greyhawk/Das Geheimnis von Saltmarsh/AD&amp;D 2nd Edition/Hausregeln/AD&amp;D 2nd Edition - Modified Weapon Table (LL).pdf</guid><pubDate>Wed, 15 May 2024 07:51:32 GMT</pubDate></item><item><title><![CDATA[Grotte_2]]></title><description><![CDATA[<img src="images/maps/grotte_2.jpg" target="_self">]]></description><link>images/maps/grotte_2.html</link><guid isPermaLink="false">Images/Maps/Grotte_2.jpg</guid><pubDate>Sat, 28 Oct 2023 15:10:22 GMT</pubDate><enclosure url="images/maps/grotte_2.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotte_2.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Grotte_1]]></title><description><![CDATA[<img src="images/maps/grotte_1.jpg" target="_self">]]></description><link>images/maps/grotte_1.html</link><guid isPermaLink="false">Images/Maps/Grotte_1.jpg</guid><pubDate>Sat, 28 Oct 2023 13:44:00 GMT</pubDate><enclosure url="images/maps/grotte_1.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/grotte_1.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Alter_Turm_1]]></title><description><![CDATA[<img src="images/maps/alter_turm_1.jpg" target="_self">]]></description><link>images/maps/alter_turm_1.html</link><guid isPermaLink="false">Images/Maps/Alter_Turm_1.jpg</guid><pubDate>Sat, 12 Aug 2023 15:05:52 GMT</pubDate><enclosure url="images/maps/alter_turm_1.jpg" length="0" type="image/jpeg"/><content:encoded>&lt;figure&gt;&lt;img src=&quot;images/maps/alter_turm_1.jpg&quot;&gt;&lt;/figure&gt;</content:encoded></item><item><title><![CDATA[Your_Life_(36731133)]]></title><link>pdf/your_life_(36731133).html</link><guid isPermaLink="false">PDF/Your_Life_(36731133).pdf</guid><pubDate>Sun, 23 Oct 2022 20:23:00 GMT</pubDate></item></channel></rss>